Pokémon Scarlet & Violet: Is The Series Great Again?

The Pokémon series has suffered ever since its transition to the 3DS. With the exception of some spinoffs, opinions have gotten more and more divisive. It wasn’t until January 2022 when the series was saved by Pokémon Legends: Arceus. It changed a lot of mechanics while maintaining the franchise’s core philosophy: gotta catch ‘em all! It also has a decently seamless open-world design, and rudimentary JRPG mechanics that lay the groundwork for greatness. In that same year, GameFreak—in that classic Japanese overworkiness—had already released a new generation: Pokémon Scarlet and Violet. This is an important installment for the series, for it will ultimately cement whether or not Pokémon as a whole is great again, or if Arceus was a fluke. I decided to play Pokémon Scarlet, since I realized I’ve played the latter installments of dual Pokémon games way too often.

In Pokémon Scarlet and Violet, you sign up for the prestigious Naranja Academy. Time to catch Pokémon and make some friends, such as a mysterious red/purple dinosaur that possesses superhuman strength. Oh, and go to school.

I don’t mean to go critical right off the bat, but… I really don’t like the school theme in these games. While it’s neat that the Pokémon school has a real purpose for once, it’s the exact antithesis of what you’d want in an open world game, which emphasizes freedom. For a Persona-like Pokémon spin-off, school would work, but not here. In fact, the school seems like an afterthought, since as soon as you get there, they skip months of in-game time just so their workaround for the school setting in the open world game kicks in: the Treasure Hunt. This is an independent study where all students leave school and do literally whatever they want, as long as it leads to them finding their true calling. It’s a cool idea, but it would’ve been just as good of an idea to have your character think there must be more to this provincial life, and heads out into the great wide somewhere. Unfortunately, in order to be able to keep playing after you beat it, your character never finds their “treasure”, meaning that you’re to be left an empty shell after all that transpires.

Fortunately, if there’s a good side of the story, it’s that of the antagonists in Team Star. Instead of a criminal organization, you have a group of students who were just misunderstood. They are perhaps the most relatable Team in the entire Pokémon series. The other thing that stands out is having the box-art Legendary—Koraidon/[Insert Boxart Legendary from Violet Here]—as a permanent traveling companion. This sandwich-guzzling fiend is just cool, whatever it is. Although there aren’t many scenes where you interact with it, this is still perhaps the most intimate relationship that the player can ever forge with a Pokémon.

The characters in Pokémon have been getting better… right? Well, it’s kind of hit-or-miss this time. The teachers at the school are pretty great, although a lot of your interactions with them are entirely optional. Your rival, Nemona, is… alright. They definitely gave up on making your rivals jerks, but this time, her quirk is an obsession with battling. There is a whole backstory with her (that you don’t get until after beating the game), but I don’t believe it justifies her addiction with beating people up. This dude named Arven is pretty cool; he has a heartwarming story where he wants to find legendary herbs to cure his dog. The headmaster of Naranja, Clavell… I mean, he’s okay, but he doesn’t hold a candle to Clive, who aids you in your battles with Team Star. Clive is just the coolest, and I’m not at all doing a bit to pretend that I don’t know that he’s obviously Clavell in disguise, because he’s not. He’s Clive. 

Unfortunately, that’s about it for positives. Everyone else has been more dumbed down than ever, which stinks because their character designs are up to snuff as usual. The Professor, Sada, is just someone who phones in on you every so often regarding one of the major questlines, and that’s about it for a while. The Gym Leaders, due to structuring mechanics, have been downgraded once more. You don’t even see them outside the Gym, not once, which sucks because a lot of them are actually really good going off of what little you see of them. I mean—come on—one of them might as well be the famous V-tuber Gawr Gura!

Before we get to gameplay, I must address the one thing that GameFreak will clearly never learn: graphics. Man… they cannot make good environments! There’s numerous bad textures, lag, pop-ins, and whatnot. What’s worse is that character animations have taken a step back as well; almost to PS1-era jank. Movements are stiff and awkward, plus the textures are even inconsistent. While important characters look fine enough, a lot of NPCs have bad textures and pudgy fingers that look like they’re from two console generations ago. GameFreak needs to learn from Nintendo and Platinum Games, who have made beautiful games using the Switch’s inferior hardware. At least the Pokémon themselves still look good. Heck, the crystal texture from the Terastallize ability is straight-up gorgeous. If they can make something like that, then why can’t they follow through with everything else?

Fortunately, Scarlet and Violet are so damn amazing and addictive that you probably won’t notice the bad graphics for too long. Right off the bat, there are more quality-of-life improvements than ever. The U.I. is easy, the map has SO many details, nicknames can be changed at any time from the Pokémon menu, moves can be freely relearned from that same menu, and battles are even faster than ever. Pokémon Centers are just kiosks now, meaning no more loading zones just to heal or shop. However, the biggest, most important improvement of all is… THAT THEY FINALLY GOT RID OF THE TEN MINUTE POKÉBALL TUTORIAL! NOW IT’S JUST TWO TEXT BOXES THAT TAKE THIRTY SECONDS TO READ!

Of course, the elephant in the room with Scarlet & Violet is its full open-world map. While I bet there’ll be a lot of memes along the lines of “Is this Pokélder Scrolls?”, the region of Paldea doesn’t quite hold a candle to its open world contemporaries, especially Breath of the Wild. However, Paldea is easily the best region that the Pokémon series has ever had in and of itself. There’s tons of slopes, ledges, bodies of water… it only took three years for GameFreak to finally do it right! It’s a truly beautiful world… well, it would be if they understood the hardware, but you know what I mean.

There is a LOT to do in Paldea. For starters, there’s Pokémon, Trainers, and loot pretty much everywhere. There are also hidden Gimmighouls who give you their coins (that are really important for a specific purpose). Most importantly, however, are the three major quest lines. You not only have the classic Gym challenge, but you also have the five Titan Pokémon and the five admins of Team Star. It’s a lot, but for the first time, they can be tackled in any order.

Towns are the best they have ever been, at least in a long time. Each has unique characteristics, and thoughtful designs that make them feel live-in-able. I was concerned with them at first, since the early ones didn’t have good shop variety outside of food (which is a whole other thing). Fortunately, the later towns start having really powerful shops; you’ll be able to buy competitive hold items and even Nature-changing Mints, which you would otherwise have to grind BP. Unfortunately, they have something I really am torn on: Gym Tests. Instead of a puzzle room with Trainers, each town with a Gym essentially has the town become the Gym. It’s a cool idea, but I feel like some of them are just padding. 

The Team Star bases kind of suck, gameplay-wise. Basically, you assemble three Pokémon with an advantage over the Type that Squad uses, then mash R. It can only be hard if you don’t have an advantage, but they give you tons of time to defeat enough enemies. I can appreciate the streamlined process, but it still feels like a waste of time when there is almost no chance of failure. The boss fights themselves are great, at least.

The Titan Pokémon are the most straightforward. You go to their location and fight them twice, that’s it. The second time is fun because Arven assists with a friend of his own. Your reward for each is a new field ability for your steed. Unfortunately, the Titans don’t show their level, meaning if you get bodied by one, there’s no way to gauge if it was your fault or if it was just too strong.

Battling Pokémon is easier than ever. In addition to touching them in the overworld, Arceus mechanics return in full force. You can hide in the grass, and throw your lead Pokémon’s Pokéball to engage in battle. Also, like in Arceus, you can strike Pokémons’ backsides to give yourself a free turn. Do you not even want to bother fighting but still want XP? Simple! Just press R to send your lead Pokémon on a murder spree, where it’ll instantly destroy any opposition in its way, provided that it has the proper advantages. 

Unfortunately, TMs have been nerfed. They’re all back to being single-use again! That means doing an entire playthrough all over again just to teach a Pokémon Earthquake—Psyche! TMs are consumables, but they are REALLY easy to come by. They are lying just about everywhere in the world, and Pokémon also drop materials with which to make more. You can track up to five TMs whose materials you need.

In battle, everything is pretty much the same. Well, except for the latest gimmick: Terastallizing. Aesthetically, I love it. Pokémon become crystal, and it looks really pretty; like they’re unleashing their inner Magical Girl. Mechanically, it might actually be my new favorite gimmick; it’s not too broken, but can turn the tide if used wisely. Basically, what it does is change the Pokémon to its Tera Type, and give a STAB bonus much bigger than regular STAB. This is a meta mechanic for numerous reasons, such as changing the Pokémon’s type to something completely different in some cases. Also, all Tera Types are pure Types, meaning that this state can potentially erase a Pokémon’s quad-weaknesses. Just have fun building a competitive team around this, because the mechanic to change a Pokémon’s Tera Type requires farming for an obnoxious amount of Tera Shards.

Tera Raid Battles are also a big improvement over the Dynamax ones. The A.I. for people who have no friends is more competent, and the fights themselves are faster. There is no limit to Pokémon that can faint, but it does run down the time limit, which is not a limit on turns taken, but a literal clock that trickles away in real time. These battles encourage fast and smart plays, and the faster pacing complements this a lot. Unfortunately, they are kind of buggy, at least solo. Stuff happens so fast that the game can’t seem to keep up with it; sometimes a fainted Pokémon will continue to act, or it will faint while it still has health left. Still works better than Skyrim, at least.

My biggest concern with the transition to open world was that Scarlet & Violet would be a repeat of Gold & Silver: abysmal level scaling to account for doing things in any order because apparently programming enemies to grow dynamically with the player is impossible (obvious sarcasm there). Does that actually happen? Well… sadly… kind of. There is a clear recommended order to do things in, and as a result, your journey will be all over the place, with difficulty being anywhere from really challenging to a mind-numbingly easy victory. Nuzlockes are a must if you want actual difficulty, maybe even hardcore nuzlockes since the games give you so many free items in the overworld—including Ethers and Elixirs! However, that would of course ruin the sense of discovery in a new generation of Pokémon. Additionally, nuzlockes can be unfair, since unwittingly running into something above your pay grade will cut your run short, and you have to start the whole game all over again. I thought that asking Nurse Joy for advice would clue you in on the intended path, but she seems to recommend random events, regardless of if you’re actually capable of taking it on or not. The descriptions of some of these objectives can give you hints on the pathing, but the key word is “some”. It doesn’t help that the actual intended path makes absolutely no sense from a game design standpoint. Boy, I’m sure doing a good job making these games look appealing, aren’t I?

Well, I might as well commit. Furthermore, the cooking mechanic is worse than ever. I feel like they become more excessive and complicated with each Generation. On the positive side, the minigame is fun. You basically have to painstakingly build a sandwich piece-by-piece with the added challenge of no drop shadow. However, the foods themselves are where it gets excessive. There are hundreds of sandwiches, among other cuisines, sold at the many, MANY eateries and food carts throughout the world. The buffs from them apply to specific Pokémon Types, making each buff situational. The real kicker is that every item has several buffs and they’re distributed across the foods like a hodge-podge with no rhyme nor reason. While you don’t need these at all unless you want to min-max, it’s still sad that cooking in Pokémon has never once felt practical for core gameplay. There is also a washing mechanic for when Pokémon get dirty. However, I had no idea about this mechanic for the vast majority of the game, and when I used it for the first time, none of my party actually looked dirty. What doesn’t help is that some Pokémon don’t even want a bath at all, and there’s no way of knowing which ones that applies to!

Also, when I said that the school felt like an afterthought, I meant it. Although, that’s definitely because I’m biased against all school-based mechanics in videogames. Unfortunately, taking every single class is actually worth it. All you have to do is answer various quiz questions, and you get rewards for passing each class’ exams. The classes actually give you good hints on game mechanics (especially if you’re not a Pokémon veteran), plus the history class actually helps with foreshadowing and worldbuilding. Speaking of building, you can also build your relationship with teachers through special events (indicated by an exclamation mark over their rooms), thus allowing you to… fuse higher-ranked Personas? Well, you do get various rewards for seeing these events through to the end, and more time with the teachers whom I praise so much is definitely a good thing.

If there’s one thing that’s both a blessing and a curse, it’s that they have a really good selection of new Pokémon. I ended up shuffling my team a lot in my playthrough—mainly because I didn’t plan on replaying either of the games in the near future if at all—but also because a lot of the Pokémon are really good. They have great designs and work well in battle. Also, one other collectible in the overworld consists of thirty-two black stakes. They come in four sets of eight, and finding all of a set awards you with a Legendary Pokémon. That’s FOUR Legendaries that you can obtain before the credits roll!

However, there is one Pokémon in my playthrough whom I ended up feeling at odds with. So, spoiler warning for a whopping one Pokémon that was probably announced or showed off in the leak: Toedscool and Toedscruel. This is a Ground-Grass regional variant of the Tentacool family. Toedscruel is really fast and boasts the same great special defense as Tentacruel. It also learns Spore. However, its ability is what makes it really awkward as a team member: Mycelium Might. This ability gives it minus priority when using status moves, but those moves ignore abilities. This sounds great, but I feel like there are almost no situations where this works out in its favor. It doesn’t ignore Safeguard nor Misty Terrain since those aren’t Abilities, and I presume it won’t work when Uproar is in effect for the same reason. I also used Spore on a Pokémon with Vital Spirit. While the move successfully puts it to sleep, I learned that Vital Spirit also checks if the Pokémon is somehow put to sleep anyway, and thus makes it wake up immediately after the turn ends. The minus priority also means that Toedscruel’s opponent can attack, and potentially one-shot it since it’s physically squishy (quad weakness to Ice doesn’t help either). As a Spore user, it’s still great for catching Legendaries, but Mycelium Might is too situational for the minus priority to feel like a good trade-off. Who knows, maybe Chuggaaconroy will prove me wrong when he plays through these games on his channel in ten years.

In any case, another plus with the newcomers is that I feel like their evolutionary conditions aren’t as BS as Galar. I remember having to look up almost all of the evolution conditions for Sword and Shield. This time, however, I only looked up a few, and those cases were actually ones where I was doing the right thing but I just didn’t do it enough times. Most of them evolve from level up, and pretty early too. Unlike the usual throwaway early game Pokémon, a lot of these very quick evolutions are really good, including the new Wooper’s evolution. The only late boomer is—as tradition—the new Pseudo-Legendary. Fortunately, it’s no Hydreigon (and I hope nothing ever will be).

I always have to discuss the post-game last, because—well—it’s the last part of the game, and the post-game content of Pokémon is always VERY important. You start by fighting every Gym again (without having to take another test, thankfully), and they’re way harder. After that, you can unlock a boss gauntlet that refreshes daily. Once this is unlocked, beating enough 5-star difficulty Tera Raid battles will unlock EXTRA difficult battles indicated by black crystals; you WILL need a team of four human, M.L.G. gamers to take these on.. You can also catch a second instance of the box-art Legendary, which mainly serves to trade to someone who owns the other game and help complete each other’s Pokedexes.

Hey, that’s a perfect time to complain about Gen 9 not being Arceus! You don’t get the other box-art Legendary, you don’t get the other two Starters, you don’t get Link Cables… Nope, you’re back to completing the Pokédex the old fashion way: by—*gasp*—socializing with people, and hoping they like Pokémon (which is really hard for adults since a lot of them are still very harsh on the series). Boy… Arceus was really great.

With that little aside out of the way, there’s a bit of a caveat at this juncture. Every single time I think I’ve done all the post-game content, there’s something I miss and never find out about. This time, I’m dead certain that there’s more than what I wrote above. Scratch that, I KNOW there is because… sadly, I was spoiled of it in the thumbnail of one of Tom Fawkes’ stream VODs (however I still would’ve had a feeling based on the Scarlet Book (or presumably Violet Book?) containing Pokémon that you don’t see in the endgame). Anyway, as of this post’s publication, I have not started this remaining post-game content. I have a feeling that it might actually be an Oracle of Ages/Seasons situation where you need to beat both to unlock whatever this content is; if I’m right, then that’s just mean. If the prerequisite really has anything to do with playing the other game as well, then that would be kind of BS, since these are probably the longest main games in the series and I doubt a lot of adults would even have the time unless they were gamers by profession. Also, the target demographic—kids—would probably not be able to convince their parents to spend over $100USD on both games. Whatever it would’ve been, however, I would not want to discuss it due to spoilers, so it won’t change the review anyway. 

~~~~~

Final Verdict: 9.35/10

Pokémon Scarlet, despite its ugliness and other issues, has perhaps been the greatest main series Pokémon experience I’ve ever had, at least since my nostalgic days of Black & White 2. It does a LOT right for the series, but sadly, I don’t think it’ll save Pokémon from its critics. People’s obsession with 8k 240fps graphics are already enough to give Gen 9 a bad reputation, but knowing the Pokémon fandom, they’ll take any flaw with these games and balloon them to make it sound like GameFreak are gaming blasphemers. In any case, I highly recommend you play at least one of these two games, provided that you are capable of enjoying Pokémon.

Still a Masterpiece JRPG: Xenoblade Chronicles Retrospective feat. The Definitive Edition

One of the most important YouTubers in my life is none other than Chuggaaconroy. I don’t just look up to him as a fellow autistic man, and as the man who introduced me to the TRG Community, the only community—physical and digital—where I’ve felt like I belonged; he also introduced me to the ding-dang greatest JRPG franchise of all time: Xenoblade Chronicles. Naturally, I had temptations to play the 2020 remaster, Xenoblade Chronicles: Definitive Edition, for the Nintendo Switch. However, I held off on it because I was like, “You know what, I’ll save it for 2022 when the game turns ten.” The thing is, I’m an idiot. The 2012 release I had associated with Xenoblade Chronicles was for the North American release. The game actually turned ten in 2020, an anniversary which was probably overshadowed by assorted world events at the time. As a result, you’re going to read a two-year-belated tenth anniversary retrospective, featuring the Definitive Edition. So without further ado, I need to ask the question that starts every retrospective: Is it really as good as I remember it being?

For the record, I have not re-watched Chugga’s series, nor have I seen any gameplay of this game since then. I remembered the basic gist of the story, the party members’ playstyles, the enemy types (since they’re also in the sequel), the regions, and specific side stuffs. I don’t remember the layouts for any of the regions, nor the vast majority of heart-to-hearts and sidequests. Overall, excluding the Future Connect epilogue, at least 70% of this game will still feel new to me. Also, I noticed that this game came with the Japanese voice actors. While I do actually think the dub is great, I was deathly curious about the Japanese voices. At the very least, I wouldn’t have to worry about “You’ll pay for your insolence!”, even if it means I lose Reyn Time.

Before I even get to the premise, I must say: HOLY SHIT THIS GAME IS GORGEOUS. The area design and the various vistas were astounding in the original, but the game looked… kinda bad. Now, this world is truly done justice. Everything has so much more life, especially the characters. Maybe the original being impossible to find was worth something after all; I doubt this remaster would exist otherwise.

You know what—and I know that I’m stalling on getting to the GAME here—but this is not your usual retrospective (in case you couldn’t tell from the fact that it’s a ten year anniversary retrospective when the game is twelve). The problem is that, normally, a retrospective would be a spoiler-filled rant on a well-known thing that’s been around for more than a hot minute. However, the original Xenoblade Chronicles on Nintendo Wii was notoriously difficult for people to find. As such, Definitive Edition is likely a whole generation’s first ever experience with the game. So… should I really spoil the story? I kind of ended up going halfway; not straight-up analyzing everything, yet giving away the biggest plot twists in the game. As such: UNMARKED SPOILERS AHEAD.

In Xenoblade Chronicles, two Titans—Bionis and Mechonis—are locked in battle. Said battle literally ends in a stalemate, but the residents of these Titans are still up in arms at each other. The Bionis people’s only hope to fight Mechonis’ Mechons is the Monado, a sword that can see the future. A boy named Shulk inherits it after his childhood friend, Fiora, is given the Red Shirt treatment, and sets off to destroy all the Mechon (afterwhich he realizes that the Mechon were the good guys but that’s neither here nor there).

What jumps out immediately in Xenoblade Chronicles is its setting. In case you couldn’t tell, the overworld for this game is the aforementioned Bionis and Mechonis locked in time. This is probably one of the most creative worlds in a JRPG. There aren’t many ways to describe how great it is without examples. One area is a body of water resting inside a giant thing sticking out of its shoulder blades (Bionis must’ve been a hunchback). Oh, and the way you get to Mechonis? You literally walk across the sword it thrust into Bionis’ shinbone. They even went into so much detail as having the ice area be in the part of Bionis that gets the least amount of sunlight (thanks for that particular deet, Chugga). 

Most people would say that Xenoblade Chronicles has a fantastic story, but honestly, I don’t feel as strongly about that. Everything is presented very powerfully and emotionally, but it’s pretty straightforward. I feel like the only development that can catch you off guard is the BIG twist where Shulk was actually the vessel of the final boss. Oh, and if you’ve played Xenoblade Chronicles 2, then you’d recognize the same scientist guy from the end of that game; this game’s world is the one that he ended up creating.

No matter how good the story is, it still has some developments that are way too easily telegraphed. First off, Metal Face being Mumkarr is obvious since they both use the same knuckle-claw-thing weapons, and more noticeably, they have the same voice actors. Also, the thing with Dickson… I feel like they could’ve been more subtle about it. He outs himself very easily in one specific scene in Satorl Marsh, and it’s quite easy to remember since he’s never acted sus up to that point.

At the very least, the game has surprisingly enjoyable cutscenes, and this is from someone who normally can’t stand cutscenes in a JRPG. There are a number of scenes where it’s like “Okay, we’re here, and we need to go over there,” but those—at least in the Definitive Edition—have advanceable text. The actual, cinematic, story-important cutscenes are very well-directed and never felt like they overstayed their welcome. This was a pleasant surprise, because in Xenoblade 2, I remember being frustrated to no end at the length and abundance of cutscenes. I recalled going through the Spirit Crucible and there being at least eight different cutscenes where they’re like “Oh man we’re all exhausted in here” over and over again. Well, I guess I’ll know for sure if I ever get to do a retrospective of that game (which won’t be this year because Xenoblade 3 is priority one).

What gives Xenoblade Chronicles heart is its cast (even if I (hot take) think that the sequel has a better cast). Your main party members, with the exception of one, all have incredibly defined personalities and are very lovable. Shulk is pretty much a shounen protagonist, albeit a well-realized one. One of the best parts about him is that he often gets called out for the “main character sees something VERY IMPORTANT and says ‘It’s nothing’” cliché. He still does it… a lot… but I can let it slide this time.

Reyn is a great best-friend-type of guy, whose Time is very honored. Fiora initially comes off as a Red Shirt, but becomes more fully fleshed out—or should I say—mechanized out, after you find her with a bit of Mechon implanted pretty much everywhere besides her face. Best Girl Melia is the better waifu, who sadly doesn’t get her man (but more on that much later). Dunban is literally Shanks from One Piece, complete with only being able to use one arm. He’s a freaking awesome dad-type character. 

I don’t know about public consensus, but Chugga’s least favorite character was Sharla. What makes her a hard sell right away is her unusual battle style (sorry for getting to gameplay here but eeeeeeeeh), where her Talent Art isn’t an attack but a way to cool down her rifle when it overheats. To be honest, she’s not that bad in battle. You can use Cool Off before it overheats, and it’ll waste less time. There might be a possibility that Sharla’s A.I. was improved in Definitive Edition, because I recall Chugga saying it was awful. All that is well and good, but as a character, she’s about as much of a jackass as I remember. She has an unhealthy obsession with this Gadolt guy, to the point where it gets annoying. As soon as she says Reyn reminds her of a young Gadolt, you can see their ship coming from a mile away. Oh, and her betrayal of Melia in that one Heart-to-Heart? Big oof.

Obviously, the BEST character is Riki. This guy is a Nopon, a.k.a. the master race of the Xenoblade Chronicles series. With his typical Nopon broken grammar, he’s fun and cute and awesome and perfect. His only flaw is not being Tora from the second game. 

Like I said before, I played through the game with the Japanese audio, like a weeb. This is going to sound crazy coming from someone like me, but here: the dub is actually better. I had a feeling it would be, since we have Reyn Time and all. The voice actors aren’t bad, but nothing stands out from them. The Japanese audio is more necessary in Xenoblade 2, which has more anime tropes, and thus more interesting voice actors like Aoi Yuki. 

The chemistry between characters depends on you. Affinity is the bond between two characters, and is increased by actions in battle, among other things. Generally, you want to raise it as much as possible. One thing about Affinity that I’m glad has been simplified in the sequel is town Affinity. Unlike Xenoblade 2, where it was just the entire town as one entity, most NPCs have their own place on a massive Affinity tree. You’ll need to talk to them to get them to appear. And unfortunately, registering people on the Affinity tree is often a prerequisite for sidequests. Thankfully, the ones you need to worry about are green on the map. In any case, completing quests will increase the party’s Affinity with the respective town, allowing for even more quests.

Heart-to-Hearts are where it’s at for character development. However, in this game, bad choices can decrease affinity. As such, I ended up looking up every single one of them on the wiki. Some of the negatives can be funnier, plus there is an achievement for getting the worst outcome of a Heart-to-Heart. As expected, Heart-to-Hearts have various prerequisites, and you’ll have to remember them accordingly. On another note, one thing I don’t like about Affinity in this game is that certain party members will gain Affinity by being active when receiving given quests. There’s no way to tell who will react, but honestly, I didn’t worry about getting a reaction on EVERY quest, especially since some are from characters you don’t get until a significant time after the quest is available.

Speaking of quests… there are a ton. A good chunk of them are very simple and will auto-complete when accomplished, similar to the basic missions in Xenoblade X. As always, doing as many of them as possible is well-worth your time. Just be aware of Timed Quests. These will expire after certain story developments, but as long as you prioritize them, there’ll be nothing to worry about. One of the best parts of the game is that Shulk’s visions are more than just a plot device; they impact gameplay. A lot of quests, such as ones with multiple outcomes, show him what’ll happen with either option. Furthermore, you can even get visions of collecting materials for quests that you haven’t even started yet. New to the Definitive Edition, exclamation marks will appear for every quest, even if it’s not registered as the actively tracked quest. It will even highlight materials needed if any loaded in; great for not wasting time checking EVERY single item orb.

Unfortunately, the quests are kind of trollish at times. There is at least one case where one outcome of a multiple-outcome quest will open up a chain of future quests, but not the other. Also, some quests don’t appear on the map until you go up to them in the overworld, and yes, a number of these are timed. But in all seriousness, I really ended up hating the Affinity Chart in this game. It’s not just talking to people once to get them registered in it; you’ll also have to return to previous NPCs after registering new ones in order to get a status on their relationship with each other. Sometimes, you’ll have to talk to them after certain quests or story beats. All of these actions are often prerequisites to quests, and one in Colony 9 can be missed just by making the wrong decision with one of its residents. NPCs have very specific schedules, and there’s no way to really know if you have everyone in a given town. The Xenoblade wiki is a lifesaver for this, but having to use it at all honestly kind of sucks.

Anyway, the REAL rabbit hole when it comes to sidequesting is Colony 6. Starting from a certain point, you can relocate the residents of Colony 6 to, well, Colony 6. The place was ravaged by Mechon, and it needs rebuilding. In addition to a metric ton of quests and quest chains, you also have to make sizable donations in the form of rare materials found around the world in order to spruce it up. This would be the start of Xenoblade’s tendency to expect incessant and unfun grinding for completionists. Thankfully, they programmed it to where anything needed for Colony 6 in an area that expires will have an alternate solution after-the-fact.

One mechanic for collecting that has yet to return is trading. Named NPCs will be willing to trade for items, depending on your Affinity with the town. If you’re missing a material for a quest, then a trade might just come in clutch. Each item has a trade value, and you must give them something equal to or higher than it. There’s also the ability to overtrade, which nets you a bonus item if you give them something WAY more valuable. It’s a cool mechanic, but overtrading is tied to completing the “other” tab of the Collectopedia, and you have no hints on which NPC you have to trade with. I miss this mechanic, since it can save tons of material farming (maybe that’s why the other games are utter nightmares to complete?).

As far as the overworld is concerned, Xenoblade Chronicles has one of the best. There’s so much variety when it comes from the different areas, and the game does a great job in showing the scale of this game world. Even though I watched Chugga’s series years ago, I still remember seeing the Mechonis from exiting Tephra Cave for the first time. Bionis and Mechonis have a ton of stuff to do, from collecting materials, to mining regularly-spawning Ether deposits, to finding secret areas that net a ton of XP. It’s amazing how much there is when there aren’t any overworld chests!

So, what do you do with the aforementioned Ether deposits? The crystals you get from these—along with crystals from enemy drops—are used to craft Gems, which are stuck to equipment for added effects. The system is kind of complicated, and very random. Basically, you get one character to control the flames of the crafting machine, and someone else… to be honest I don’t know what the other person does. Basically, you insert crystals until one of the values exceeds 100%. Any Gem that’s over 100% is guaranteed to form, and any that fall short will be converted to cylinders for later use, depending on how much of the cylinder gauge fills up. Higher ranked crystals will form higher ranked Gems, but exceeding 200% will get you a higher rank.

Anyway, equipment is actually fun in Xenoblade Chronicles. I always felt like it was too complicated in Xenoblade X, but too simple in Xenoblade 2 (although that might change if I do a retrospective on the latter). In the original, it’s just right. Equipment comes in varying types: regular, slotted, and unique. Regular is self explanatory, while slotted equipment can be equipped with the Gems. Unique equipment has a predetermined Gem setup, and can be very helpful. The original game had a glitch where damage rolling went WAY lower than the maximum that a character’s stats said they could, and I couldn’t tell if it was fixed in this version. It was fixed in the 3DS port, so it’s natural to assume the same here. 

Combat is what makes Xenoblade Chronicles as a whole feel action-packed… and it’s complicated. Your party members all use their standard attack commands automatically at regular intervals. Auto-attacks are really nice, because you can use them while moving as long as you stay in range of the target, whereas in Xenoblade 2, I recall that you moved insanely slow in battle and could only auto-attack while standing still. In addition to these standard attacks, you can select the various Arts of whomever you’re controlling. These have a wide variety of effects, as well as bonuses depending on your angle relative to the target. In the Definitive Edition, given Arts will have a blue exclamation mark when you’re in position to gain their bonus effect. Landing auto-attacks also fills up a gauge that—when full—allows you to use a fancy Talent Art. These are unique to the character, ranging from the Monado Arts to… Sharla cooling her stupid rifle. Arts need to be levelled up by consuming accumulated AP on them; this also includes each of Shulk’s Monado Arts. At first, you can only raise an Art to level four, but Art books can break that level cap… if you can find them! Most are available at shops, but those aren’t enough. You’ll need advanced Arts books to completely max out an Art. Unfortunately, these are only available as insanely low drops from random assortments of enemies late in the game. There’s no way to know which ones are where, but the higher leveled enemies that do have them give you the best odds.

Along with Arts, you also learn Skills. These are passive abilities that apply to the whole party or to the user. The system becomes kind of complicated with Skill Links, where you use Affinity Coins to give someone another party member’s Skill. Just experiment and see what works. Keep in mind that specific quests can reward a character with an additional skill tree that tends to be pretty powerful. If the game wasn’t ham-fisted enough with its ships, one of Fiora’s grants her all kinds of buffs as long as Shulk is fighting alongside her.

The main way to gain an advantage over enemies is to knock ‘em over. To do this, you hit them with a pink Break Art to unbalance them, then use a green Topple Art to literally trip ‘em up. You can extend the time they are down with a yellow Daze Art (which has yet to come back in the series). Topples and Dazes can be stacked, resulting in a technique called Topple-locking, but you don’t need to worry about that unless you’re fighting stupidly powerful foes (i.e. the superbosses). There are rare instances of being able to skip a step in the process, such as Melia’s Spear Break immediately followed by Starlight Kick. One great feature of the Definitive Edition is the visual indicator of these debuffs’ durations, similar to Xenoblade 2. Also, you can hit a target already suffering Break and Topple with another Art of the same type to refresh the status; something I DON’T remember in Xenoblade 2.

You also have to pay attention to Aggro. Whoever has the most Aggro has a red circle around them, and will have the attention of enemies. It’s optimal to keep it on people like Reyn, and not people like Shulk. There are various Arts dedicated to increasing and decreasing Aggro. Oh, and before I forget, I should mention Auras. These temporarily put the user in a unique state, and they can be VERY useful. 

Just like with sidequests, Shulk’s visions help in battle, even when he’s not in the active battle party! When an enemy is about to use a powerful—usually fatal—attack, you see a Vision of it, with a timer of how long you have to stop it. More often than not, the attack will be the enemies’ own Talent Art, each of which has its own level. Use Shulk’s Monado Shield to protect from it, but the Shield needs to be levelled up enough in order to work. The Shield will not work on non-Talent Art attacks. There’s also the ability to consume a block of the Party Gauge by warning a fellow character, which gives you a chance to use an Art on the attacker. I don’t recall that being in the original, but it’s been years since I watched Chugga’s series so I don’t really know for sure.

The best part is the Chain Attack. Getting crits and Arts’ bonus effects fill the Party Gauge, which goes up to three bars. It takes one bar to revive a character, and the whole darn thing is consumed to execute said Chain Attack. Basically, you use Arts of the same color to boost damage. What’s really helpful is that enemy resistance to debuffs is nullified, which is where the Topple-locking strategy comes in. Unfortunately, Chain Attacks kind of suck early game, because their duration depends on your party members’ Affinities. Also, Sharla doesn’t learn a red Art for a long time, making it difficult to add to the multiplier with her in the party. In any case, I forgot how great this Chain Attack was versus the sequel’s. Like I said before, Chain Attacks in this game make Topple-locking viable. I’m stressing this because you can’t use Arts in Xenoblade 2’s Chain Attacks; they’re only good for sheer damage. Furthermore, the same actions that fill up the party gauge normally still apply during the Chain Attack itself; ANOTHER great thing I don’t recall in the sequel. Some setups can refill the entire party gauge instantly, allowing for an immediate follow-up Chain Attack. When your party’s Affinity gets high enough across the board, you can really spam these with little penalty. It’s so much better than Xenoblade 2, where I remember Chain Attacks being something you had to work for, not just by filling the party gauge, but also because you need at least six element orbs from six different types of Blade Combo for it to be worthwhile. Boy, I really sound like I hate Xenoblade 2. I swear, I love it! It just has… issues.

Another thing to keep in mind is quick time events. Don’t worry; they aren’t the BS that kills you during a cutscene if you don’t see it coming. Basically, you just need to press B when it lines up with the blue circle that forms. You need to do this to keep party morale up, which affects how good you do in battle. Also, hitting these prompts gives you the chance to extend your Chain Attack’s duration. Hitting these when prompted can fill up to a whole block of the party gauge, so… practice makes perfect.

One of the nicest new features is Expert Mode. Calm down; this is not a higher difficulty. Basically, what this option does is convert some XP earned from non-battle antics to reserve XP. In the Expert Mode menu, you can level up or level down party members, similar to how the inns worked in Xenoblade 2. If you’re worried about being overleveled from completing all the quests, then use this to even yourself out by levelling the party down. This is especially helpful in the endgame, which involves fighting enemies stronger than the final boss. You can do those quests and get up to Level 99 for the superbosses, then just level down afterwards for the final boss (if you want it to be a challenge of course; utterly wasting Zanza has its own catharsis).

In terms of difficulty, Xenoblade Chronicles can be rough if it’s your first Xenoblade ever. Conversely, if you’ve played Xenoblade 2, then this game is stupid easy. It’ll still feel easy even if you’re using Expert Mode. For me, that gave me the perfect level of challenge. I’ve even had multiple fights against monsters marked as “yellow”, meaning it would be pretty tough but not as hopeless as fighting a superboss. I would not have been able to get through it without my knowledge of Xenoblade fundamentals as well as knowing every party member’s battle style. There are quests that take you into high-level territory underleveled, but it’s not required like in Xenoblade X, nor is it as insane as Xenoblade X. There is a proper tutorial for Spikes, which I don’t recall being a thing originally. Plus, enemy health bars have a visual indicator if they have Spikes; a phenomenal improvement!

Oh, and f*** the Nebula enemies. These things can only take full damage from Ether, and usually have annoying status ailment Spikes that reduce tension, which you need to keep as high as possible over the course of battle (at the very least, you can farm Affinity by encouraging your allies over and over again). When the Nebulae are low on health, they self-destruct. Even if you survive it, they don’t actually drop loot, and if you could properly defeat one, the items that you actually need for stuff are quite rare. I’m glad that these aren’t in future games (and if they actually are, then they’re definitely not as bad).

The real challenge comes from Unique Monsters. These are tougher versions of regular enemies that take—and deliver—quite a beating. They drop super good prizes, and are worth taking on (plus, they’re really fun to fight). The superbosses are five Uniques over the level cap of 99, and suck. I never did them due to wanting to save time (thanks, both Great Ace Attorney games and my life), but you basically need a perfect setup to fight them… at setup that I vaguely know how to build but not enough to where it actually works (I tried on regular overleveled enemies and it didn’t go well). You also need to be in a situation to endlessly spam Chain Attacks and Topple-lock them, as well as regularly using Shulk’s Monado Purge to seal the VERY DANGEROUS counterattack Spikes they have on them. Since Topple-locking is a thing, they are probably the easiest superbosses of the series so far.

A much more consistent challenge is the A.I. of your other two battle party members. I remember Chugga specifically riffing on Shulk and Sharla, but I had some troubles with them across the board. While they are good at following up with the Break > Topple > Daze chain, they tend to use those Arts willy-nilly, and by the time I actually inflict something on the enemy, their Art is on cooldown. They are at least good at using Arts that work in tandem together, but that’s hardly an offset. Shulk will also spam Monado Arts (and use Monado Purge against enemies without Spikes or Auras), but that’s at least not too bad as long as he doesn’t use Monado Buster, which reduces the Talent Gauge by the highest amount. Sharla wasn’t anywhere near as bad as I recall Chugga saying. Maybe they rebalanced her in this version? In any case, you pretty much need to be in control of Shulk for the superbosses, since he NEEDS to be ever on point with his Monado Purges there.

Since everything in Xenoblade is so damn good, it’s no surprise that it has phenomenal music. I’m very attached to this soundtrack; it’s pretty much perfect. I even own an official copy of the OST, straight from Japan. In Definitive Edition, the soundtrack is ever-so-slightly altered. The basic ideas for the songs are still there, but if you’re really soft for the old OST, the new ones could sound jarring. At least it’s not made worse by this change. However, I did notice an issue that I don’t recall from Chugga’s series. You see, the battle music dynamically changes to some sort of “Oh crap!” music when you’re getting a nasty vision or if things aren’t going your way. However, the game consistently had trouble reverting back to the usual music, even after averting said crisis. 

Oh, and one more thing new to the Definitive Edition is the Time Attack mode. This works like it does in Xenoblade 2, only it’s a lot easier. Unfortunately, from what I’ve tried, it doesn’t seem that practical. The rewards seem kinda useless for the most part, and you can’t even do most of the challenges right away. One big plus is that you can use it to obtain the super-rare materials for that gruesome final leg of Colony 6 reconstruction. Hallelujah!

Before getting to the final evaluation, I should list a couple of minor flaws in the game, for the sake of being comprehensive. Some enemies, specifically fish enemies, can be buggy and randomly disengage from battle for no reason. There are also at least two quests with multiple outcomes that will force the bad outcome if you have the necessary materials for it upon accepting the request. Also, I hate the quest where you get the weapon for Fiora right before taking on Mechonis Core, since you have to make a round trip through Central Factory with fast travel disabled; what’s worse is that it’s actually worth doing. And for some reason—I don’t know if it’s me having bad luck, but—I just could not get Chain Attacks to last very long. Maybe tension is involved in the calculations, but the prompt to extend was very rare even with characters who have maxxed out Affinity. This essentially means that the Superbosses are luck-based, but that’s just how the cookie crumbles in even the best JRPGs. Either that or I suck. 

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Final Verdict—Oh wait, there’s more!

Xenoblade Chronicles is over one hundred hours of top-notch JRPG gameplay. However, Xenoblade Chronicles: Definitive Edition has one more addition in Future Connect, a post-game sidestory. Before evaluating the final product, we gotta play through Future Connect first!

In Xenoblade Chronicles: Future Connect, Zanza has been wiped from existence, and Shulk created a new world with no gods. Life is finally back to normal. A year later, Shulk and Melia pay a visit to Alcamoth, just to receive a giant laser blast to the face. Apparently, something called the Fog King has set up shop there and it needs to be taken out posthaste.

The story here is a pretty simple instance of the “we saved the world, but there’s still issues and junk” trope. It’s nowhere on the caliber of the base game. On the plus side, it basically serves as—after ten years since the original game came out on Wii—proper character development for poor Melia. She gets to spend quality time with Shulk, completely bereft of Fiora. Melia gets the full closure to her character arc that she deserved all this time. Accompanying the destined-to-be-friendzoned couple are two of Riki’s kids: Nene and Kino, who serve as your Reyn and Sharla respectively. They’re positively adorable, and that’s all there is to it; if it ain’t broke, don’t fix it.

Future Connect is set in the once-unused area known as Bionis’ Shoulder. For some reason, when Bionis fell over after beating Zanza… its shoulder decided to not fall? Why am I questioning JRPG tropes? In any case, there is a LOT to do on Bionis’ Shoulder! In addition to the Ponspectors, Heart-to-Hearts are replaced with Quiet Moments, of which there are many of. These don’t have any choices, and are fully voice acted; a nice change of pace from worrying that you could say the wrong thing. There is more incentive to defeat Unique Monsters, for they drop Art Coins, which are used to buy Arts Manuals now. Bionis’ Shoulder has a slew of optional quests, one of which is to find twenty of a certain Key Item scattered across the world.

A lot of mechanics have changed. Shulk can’t see visions, there is no more Skill Tree, and Chain Attacks are replaced with a special all-out attack. You also mine Gems directly from Ether deposits as you would for crystals in the base game. Anyway, the aforementioned special attack is a bit complicated. It’s unlocked by finding elite Nopons called Ponspectors throughout the world. With a full set of Ponspectors from the same team, your special attack can be performed based on that team’s specialities. Also, they autonomously assist in general, using Arts of their own. 

Future Connected is also really hard. Everyone starts off in their sixties, but with crappy equipment and un-leveled-up Arts. With no Visions, big attacks can wipe your team instantly. Plus, the lack of Chain Attack makes it harder to Topple Lock (and the free Daze from the Ponspector attack can’t be refreshed by using a regular Daze Art). Shulk is pretty much essential, as Monado Armor becomes significantly more helpful than it was in the base game, but aggro management becomes difficult when you don’t have Aggro Up Gems on Nene.

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After All These Years: 10/10

Thanks to the quality of life improvements in the Definitive Edition, Xenoblade Chronicles becomes the best game in the series for sure… at least until I finish Xenoblade 3 or have renewed thoughts on Xenoblade 2. It’s a no-brainer that I recommend it to anyone who owns a Nintendo Switch.

Pokémon Legends: Arceus — Gotta Catch ‘Em All (About Twenty Times Each)!

Pokémon has not had a good run on Switch, and I of course mean that in terms of public consensus, because I still enjoy the series as is. People hated Let’s Go!, Sword and Shield, and the Sinnoh Remakes. Well, given the marginally better reception that the Mystery Dungeon remakes and New Pokémon Snap got, it looks like spin-offs are the way to go. Wow, that only supports my comparison of this series to Star Wars. Anyway, since I’m committed enough to follow this series into the fires of hell, I pre-ordered Pokémon Legends: Arceus with NO knowledge about it beyond the blurbs on Nintendo Switch News. Did I make a big mistake?

In Pokémon Legends: Arceus, the titular god of the universe speaks to you, and challenges you to seek it out (after giving you a slick new smartphone of course). With no clue what the hell is going on, you are plopped out of a rift in the space-time continuum and into a mysterious region called Hisui. The Pokémon Professor finds you immediately, and helps you get recruited to the Survey Corp. of… Team Galactic?! 

Okay, before we address that Mamoswine in the room, allow me to—for the first time in Pokémon’s life on the Switch—gush at the game’s visuals. Okay, well, maybe “gush” isn’t the right word; some areas, such as caves, look absolutely abysmal, and there are draw distance problems. However, when the game looks good, it looks real good. Pokémon Legends: Arceus borrows from Zelda, and makes a very picturesque world. In each region, Mt. Coronet—and the rift you fell out of—wait in the distance, and I find it awe-inspiring to look at. Also, this game has one of the best skyboxes I’ve seen in a long time; sometimes I just love looking up and vibing. 

Now that that diversion is over, we can finally talk about what’s going on in Hisui—or rather—Sinnoh. This region is the Sinnoh of the distant past, back when humans were first studying Pokémon. Team Galactic is actually good this time around! Anyway, the plot is pretty straightforward, but I love it. The reason behind it is quite simply the fact that we really haven’t gotten to experience the ancient Pokémon world firsthand. We get to learn so much about Pokémon lore, and as a long-time fan, it makes me fan-gush. There’s a chance that some stuff was retconned, but you could chalk it up to historical stuff having been lost to time.

The most important part of this being set in the past is that the Jubilife City of old looks a lot like Eurekatek; and that means Japanese culture! Kimonos are in fashion, and almost everyone has Japanese names. This even extends to the U.I. and the music (including the best evolution animation I have ever seen). If you couldn’t tell, my final score for this game will be biased.

Another thing I love about the story is the potential for this to be a full-on spinoff franchise. The Pokémon world has so much lore that’s only been alluded to in books, it would be so amazing to experience the franchise’s history using this game’s system. However, since Pokémon Snap took twenty years to get a sequel, we probably shouldn’t count on that.

Let’s talk about the characters next. Your main character is, as always, mute. Fortunately, no one else is. Professor Laverton will never be Oak, but he’s a pretty cool guy. Team Galactic has several captains, and the one you’ll report to is Cyrelle; let’s just say you can tell that her descendants will inherit her stoicness. We also have the Diamond and Pearl clans, two indigenous tribes who worship opposing gods (hm I wonder what Pokémon those would be). As cool as a lot of this stuff sounds on paper, I must admit that they have pretty basic tropes. There is character development, but most of it boils down to the Saturday morning cartoon arc of “really dense people learn that they shouldn’t be so dense.”

There are several things that Pokémon Legends: Arceus promises, and we’re going to need to go over all of them one at a time. Let’s start at Jubilife Village. This quaint little place has all the facilities you need. There’s crafting in this game, which is pretty self-explanatory. Pastures function as the PC, but this time, releasing Pokémon gives you EV-manipulating items. This swole lady named Zisu can help teach Pokémon new moves as well as master existing ones (more on that mechanic in a bit). She can also help you farm more of those same EV-manipulating items. You have to worry about inventory space, but you can upgrade it via training with the puntastically named Bagin. Crafting is an important mechanic for creating essential items, and while at the village (or a campsite), this can be done with the items in your storage.

You also—FINALLY—get dedicated sidequests. Obviously, these are worth doing. Also, make sure you hop into Galactic HQ to check Laverton’s bulletin board for requests. There’s a LOT of them, and doing them is very helpful. Some of them contribute to upgrading Jubilife, while others count toward a specific entry in the Pokédex. The latter ones are my favorite because it actually shows how people discovered a lot of well-known Pokémon facts for the first time.

When exiting Jubilife, you can travel to any unlocked region in Hisui, which is its own, self-contained area. Pokémon Legends: Arceus isn’t truly open-world, but these areas are expansive enough to feel like it, full of Pokémon and resources. As you progress, you unlock Ride Pokémon with all sorts of field abilities. Hisui’s overworld kinda-sorta falls into the realm of overly large and empty. However, I never really got mad at that, since there was some good variety in geography. They at least learned their lesson from Galar’s Wild Areas. 

Also, there’s actually stuff to do besides grinding (although you’ll be doing a fair share of that for completion), although most of it doesn’t open up right away. There are over one hundred ghostly wisps to find throughout the world… and series veterans would know exactly what they’re associated with. It’s more doable than Breath of the Wild’s nine hundred Korok Seeds, plus they are very easy to notice from afar at night. In addition to that, each form of Unown is hidden in a specific place, waiting to be caught. AND ON TOP OF THAT, there are Old Verses buried in the ground that need to be unearthed with the Ride Pokémon who can dig. Every so often, a Pokémon outbreak will occur, although it doesn’t tend to spawn anything exclusive to that area.

Here’s another fun fact: THERE’S STILL MORE TO FIND! One repeatable mechanic is the ability to find the satchels of people who have died in the overworld. I assume that you’re meant to have a Nintendo Switch Online feature to do this, but when offline, the game consistently spawns enough NPC satchels for you to find. Turning them in gives you Merit Points, which can be redeemed for exclusive items, including every evolutionary stone and trade evolution item. Also new are Linking Cords, which are a very welcome addition to the franchise. These will trigger any trade-based evolution without having to do any trading (hear that, fellow introverts? We can finally get Pokémon like Gengar!). This also applies to items like the Metal Coat and Reaper Cloth.

But wait, THERE’S MORE! One of the coolest and most terrifying mechanics is the Space-Time Distortion. Every so often, one of these will spawn in a set location in each region, affecting the area within. Once inside, you can find a load of rare items, such as Shards. However, more often than not, you’ll find many exclusive Pokémon. Here comes the rub: those Pokémon tend to be overleveled for the area, and spawn out of nowhere in large groups. It’s risk-vs-reward, baby!

A LOT of mechanics have been changed… and I mean that literally. Catching Pokémon is one of the biggest ones. Like in more recent games, they appear in the overworld, but they actually react to you this time. Sometimes, they flee, but most of them want to eat your face. When spotted, you’ll have to physically avoid their attacks. Unlike the main games, tall grass is your friend, for it hides you from the critters’ sight. You’ll also need to manually aim and throw Poké Balls, and your range will vary depending on their weight. Using berries to lure Pokémon, and hitting them from behind, greatly increases your catch rate, which always has a little visual indicator (green is the best odds). 

However, if you have to fight, throw one of your teammates at your challenger (the back attack technique stuns the opponent for a turn, which is really useful). In combat, the series more-or-less conforms to the traditional turn-based battle system. You can use items and try to catch Pokémon, under the same rules as before. This is where things get complicated. Speed works in an entirely different way than before. In addition to governing who goes first in battle, it also works like attack delay in Trails of Cold Steel; basically, some moves can increase the time it takes for your turn to come around. Conversely, priority moves will make your turn come around faster. If fast enough, a Pokémon can attack twice in a row, which is huge. Combat is the fastest it’s been in a long time, simply because they play battle animations AND textboxes at the same time. They also stop their nagging you about the weather; although that won’t help people who aren’t familiar with the series’ mechanics.

Priority moves aren’t the only change; in fact, the whole meta is basically changed. For starters, stat modifications are simplified, with both offensive and defensive stats able to be changed at once. For example, Sword Dance is for both Atk and Sp Atk… however, it doesn’t give +2 (in fact, I don’t even think there are stages to stat boosts this time around). Flinch doesn’t exist, and Sleep is replaced with Drowsiness, which is basically Paralysis but with an additional defense debuff. Entry-hazard moves now have 40 base power, and do residual damage over time based on Type effectiveness. Most importantly: ABILITIES AND HELD ITEMS DO NOT EXIST. By the way, this is just the tip of the iceberg with how changed the mechanics are.

There are two new aspects to moves that I absolutely love, and will dearly miss in subsequent Pokémon games. The first and most important thing is how moves are learned. Like in a traditional JRPG, all Pokémon moves are permanently remembered, and can freely be assigned as the Pokémon’s active attacks however you wish (have run REMEMBERING to do that). Another thing is that Pokémon can master moves as they level up. When mastered, you can use it in a Strong or Agile Style. These effects are pretty self-explanatory; more damage for increased delay, and less damage for decreased delay.

Since no one has been to this region before, there’s actually a reason for the Pokédex to be empty this time. As such, you have as good of an idea of what a Pokémon’s entry is as Laverton himself. To essentially build the Pokédex from scratch, you must accomplish research tasks for EVERY Pokémon. This includes catching multiple specimens, defeating them with certain types of moves, seeing them use certain moves, and more. This gets REALLY grindy. Fortunately, you don’t have to do all of it to fulfill the research requirements. Getting enough of these tasks done will contribute to raising your status in Team Galactic. These work like Gym Badges, so you better do that if you want more Pokémon than just the very first ones you ever find. The annoying thing with this mechanic is that your monetary payments are based on Pokémon caught, regardless of how much research you’ve done. Fortunately, there are other ways to get money, such as occasionally finding Stardusts and such in ore deposits.

Despite not being a Gen IX (that’s going to be later this year), there are a couple of new faces in Pokémon Legends: Arceus. One of the most iconic ones is Stantler’s evolution, Wyrdeer. In addition to new evolutions, there are new regional variants, such as Growlithe and Zorua. Each starter has a regional variant, in fact. Some of the new evolutions, such as the aforementioned Wyrdeer, are about as obtuse as recent Pokémon have gotten. However, the Research Notes know how to nudge you toward finding the conditions organically, as opposed to every main Pokémon game that isn’t Black and White 2.

Nuzlockes have become the new standard in Pokémon, so I doubt the community will ever concede that a new Pokémon game is difficult in its base state. However, Pokémon Legends: Arceus is probably the hardest that we’ll have for a while. As mentioned before, a lot of Pokémon want you dead; you can actually DIE. Fortunately, you have safety nets. An old lady sells charms that can help you survive, one of which is consumed in place of your inventory upon death. 

In any case, this game really taught me how terrifying Pokémon can be. Something as puny as Stunky can rain missiles of poison from the sky just like that… and it only gets worse from there. You also have to worry about Alpha Pokémon. They’re basically the Unique Monsters from Xenoblade Chronicles, and tend to be very overleveled. If you can catch one, though, it’ll be pretty helpful, since it knows rare moves right off the bat. 

There are also boss fights to account for, and I don’t mean Trainer fights (although there are some Trainer fights on occasion). The actual boss fights are against Noble Pokémon; beings worshiped by the local Hisuians. Strange happenings have made them go berserk, and you need to feed them a crap-ton of food to calm them down. In these fights, you must avoid their attacks, and figure out the strategy to stun them. Once you do that, you fight it in a Pokémon battle, and when you win that, they’ll be stunned further, and are open to a barrage of tasty treats. The fights are very straightforward, but are actually quite stressful because it’s pretty much programmed that you can barely dodge out of the way of their attacks. 

Okay… maybe I’m overselling it. Pokémon Legends: Arceus will not provide the challenge that the fandom wants out of the base-game mechanics. As long as you don’t overextend yourself by going into overleveled areas, there really isn’t any danger. Also, your Ride Pokémon can generally outspeed any Pokémon that wants to chase you out in the overworld; by endgame, they become more of an annoyance. Dodging, like in many games, gives you i-frames. It’s incredibly easy to become overleveled if you go after research tasks and optional stuff, but conversely, doing that too infrequently can make you dangerously underleveled. Due to the lack of many Trainer battles, wild Pokémon are your main source of XP. 

Because of that reason, I didn’t really feel like I had a team, compared to main Pokémon games. As I said before, there are next to no Trainer battles, and the open-ended world design allows you to traverse areas quickly, especially as you earn more Ride Pokémon. It is what it is, though.

As with any Pokémon game, Arceus has a truck-load of post-game… and it’s meaty, that’s for sure. In fact, this is one of those cases where the post-game is the true conclusion of the story. It opens up a lot of new Pokémon, and if you have save data from Pokémon Sword and Shield, you can catch Shaymin. Of course, the new objective is to catch these Pokémon and make the long grind to complete the Pokédex. And lemme tell you… it’s a real grind. While it’s not too tough to complete a Pokémon’s entry, the last hurdle to the maximum Team Galactic rank is insane; you pretty much have to complete more research tasks than what you need. Also, I don’t know about you, but a lot of Pokémon seemed arbitrarily elusive to me (*cough* Cherrim *cough*). Fortunately, one of the best aspects of the post-game is something that the main series desperately needs: being able to obtain the other two starters without having to trade for them!

~~~~~

Final Verdict: 9.25/10

Pokémon Legends: Arceus is a massive leap in the right direction for Pokémon. In fact, I’m not technically finished with it yet; due to what I said in my post from last week, it’s more realistic for me to try to go for completion in this game, but it’d probably be next year if I waited until then to upload this post! My willingness to attempt Pokédex completion shows how much I loved it, although I will be very salty if they don’t continue to build off of what Arceus sets up. I recommend it to any Pokémon fan who needs a change of pace, and possibly, to other gamers who couldn’t get into Pokémon in the first place.

Pokémon Black & White 2: Ten Years Later, Still One of the Series’ Best Main Installments (A Retrospective)

I’ve been playing Pokémon for a while (*understatement*). My first game was Pokémon Platinum (which I certifiably sucked at). But as good as that game is, it wasn’t until Pokémon Black and White 2 that I started to become a devout Pokémon fan. I know that people like the first Black and White better, but I definitely prefer Black and White 2 for a number of reasons. Since these games actually turn ten this year, I might as well do a retrospective on them. I have played through this game several times since I first got it in 2012, but this playthrough is the first time in at least one and a half years. I always had a copy of Black 2 so I wouldn’t have to nuke my original White 2 file. But you know what… I think it’s poetic to nuke that file now, just to showcase how much I’ve changed as a person.

When it comes to the second installment of a given generation, it’s usually a remake of the first with new content. Not here. Black and White 2 are—to this day—the only main game sequels. They take place chronologically after the events of the first Black and White. Everything starts off nice and campy, but the return of a new—and eviller—Team Plasma is afoot. Time to once again beat up criminals with our pet animals!

Pokémon Black and White are generally considered the best installments in terms of story. And, well, yeah… I can’t refute that. It’s a rare time where one of the main antagonists really builds a relationship with the player, and the ethics of Pokémon training are put into question. This time, it’s pretty standard. The new Team Plasma, led by the one-dimensionally evil Ghetsis, is bent on world domination. But instead of beating around the bush and manipulating the emotionally insecure N by sheltering him and crap, he just magically has the post-game Legendary from the previous game, Kyurem, and shoots ice lasers at cities.

So yeah, it really does stink. It’s not bad, but it’s a start to the wildly varying quality of Pokémon plots moving forward. There really was no one in this series quite like N, or the rivals from the previous Black and White. The gym leaders also lose the presence that they had before. You don’t really get to know them at all outside the gym, and there isn’t that awesome scene where they fight Team Plasma together. That scene with Elesa isn’t here either (and for the record, it’s not THAT great of a scene, but that’s probably because I’m an emotionless, un-altruistic monkeybutt). They also add Marlon, a gym leader with a very weird sense of neutrality, that ends up not being explored at all.

While we’re on the subject of characters, I might as well bring up the whole cast. The main character is, well, unchanged, but that’s not a surprise given their nature. Your rival is basically the Sinnoh rival, but instead of being constantly happy, he’s constantly angry. He gets less angry later, but I couldn’t—to this day—tell what changes him. Maybe it’s the power of Pokémon? 

Team Plasma has gotten a downgrade, but it at least introduced one of my favorite characters in Pokémon: Colress. He’s a scientist who’s as enigmatic as his hair. He’s also one of those neutral characters who will only side with knowledge, and that means he actually respects you as a person.

The Pokémon League isn’t too great either, and that’s for both games (fun fact: I never found the League members to be particularly great until Gen 7). As per usual, you NEVER see them until the actual fights (with the exception of a brief encounter with Marshal in the sequels). It’s a shame, because this League has some of the cooler designs. One of them is actually someone from the Battle Frontier in Sinnoh. 

Since the gameplay of Pokémon is expected to be understood when reading a spoiler-filled retrospective, let alone a review, of one of its main installments (also, it takes a while to explain it), the gameplay section will moreso be an evaluation of the games’ structure, as well as the capabilities of the Pokémon introduced during this generation. And the first thing to bring up is that Black and White 2 starts SLOW. It’s still faster than most games, but it doesn’t feel that way compared to the “superior” first games, where you get the starters IMMEDIATELY. Also, as the last game where the starters don’t have their first stab move immediately, it becomes an even harder sell. The first gym, being Normal-Type, is uncharacteristically difficult no matter which starter you pick. The only good way to do it is to find Riolu in Floccesy Ranch, and it happens to be a rare spawn. The starters of Unova are all more geared to defense and setup, making it a button-mashing game at the beginning, even with their stab moves. Oh, and even when you beat the first gym, you are forced to do the first segment of PokéStar Studios, which is painfully tedious (and an area that I—for the sake of this review—gave an honest college try to complete for the first time in my life). 

In fact, the definition of “slow burn” doesn’t just describe these games, but most Unovan Pokémon. A lot of level-up evolutions do not trigger until super-late into the story, some of which are even post-game at the earliest. This problem isn’t as bad in Black and White 2, since levels are much higher by the Pokémon league. One of the most notorious examples is Unova’s pseudo-Legendary: Hydreigon, evolving from Zweilous at LEVEL 64. Even with the better level scaling in the sequels, you will still not be getting this thing through level up until the post-game, or just before the Pokémon League at the earliest. The only way to straight-up catch it before the Pokémon League is for the infinitesimally small odds of a dust cloud in Victory Road spawning it. Of course, if you can get it, it’s a freaking BEAST. Hydreigon was at its prime in Gen 5, before the Fairy-Type gave it a nasty quad-weakness. 

Another Unovan powerhouse is one of its Fossil Pokémon: Archeops. Insane Attack and Speed, but an ability that hampers Attack and Special Attack if its HP goes below half. To be honest, it’s almost always going to go first in battle, and if its opponent survives and attacks, and Defeatist activates from the hit, the opponent should have low enough HP for the next attack to finish it off. And since Defeatist doesn’t lower Speed, Archeops will still go first and deliver the finishing blow. It also evolves from Archen at a very reasonable Level 37. Archeops is still one of the most powerful physical sweepers, but like with Hydreigon, it was also at its prime in Gen 5 thanks to the unique Gem items. These Gems each represent a Pokémon Type, and they get consumed as held items to boost their respective type of move once. When using the move Acrobatics, and consuming a Flying Gem, the game counts that as not holding an item. Thus, Archeops can benefit from the Flying-Type damage bonus as well as the 110 base power from not having an item when using the move. I wanted to use its defensive cousin, Carracosta, for the first time, but the Fossil guy isn’t in Relic Castle in the sequels. In fact, Fossils aren’t available until the post-game!

Unfortunately, not every Unovan Pokémon is as great as they could be. One example is Garbodor, who’s still a hard sell even to this day. It evolves at a reasonable level, is a great tank, with an equally great physical attack stat. The rub is that it doesn’t learn a single physical stab move through level up. Scratch that, it doesn’t learn a single physical stab move, period… with the exception of Gunk Shot. It has a respectable Special Attack stat, but it’s the principle of the thing. 

Another great Pokémon that can be handicapped is Golurk. It’s all around a great physical Ghost-Type, with a cool design and lore to boot. The thing actually has rocket feet, which is a detail that’s acknowledged by allowing it to learn Fly despite not being a Flying-Type. The problem with it is that it can either have the great ability Iron Fist—perfect for its punch-based movepool—or Klutz… an objectively awful Ability that prevents held item use. There is nothing more heartbreaking in Pokémon than having a Pokémon with the best possible nature, but not the preferred Ability. Sadly, due to Black and White 2’s structure, the earliest opportunity to get it is Victory Road.

On a better note, another great Pokémon is Bisharp. It hits like a truck, and is very scary to deal with thanks to its Defiant Ability; any stat reduction will be countered with a free +2 Attack buff. On the other side of the coin is one of Unova’s best special sweepers: Chandelure. Its awesome design isn’t for show; it hurts, plus it can learn Energy Ball to counter Water-Types.

Two more interesting Pokémon that I have never used and, sadly, can never use are Escavalier and Accelgor. They are evolutions of Shelmet and Kerrablast, obtained by trading one with the other (hence my lack of having them since I don’t have friends). Escavalier has the risky Bug-Steel typing, with great physical Defense to boot. On the flipside is the glassy Special sweeper, Accelgor. It has next to no defenses, but has unsurpassed Speed, moreso than Archeops. 

Unova also has two version exclusive birds: Ruflett and Vullaby, which evolve into Braviary and Mandibuzz respectively. Like most Unovan Pokémon, they take forever to evolve, and you can’t even encounter them until Victory Road. Fortunately, the sequels have a static encounter with the evolved form very early on, plus that encounter has its Hidden Ability. Fun fact: Braviary with Defiant is a good thing.

I suppose I should talk about the starters, right? Like I said before, Emboar, Samurott, and Serperior are some of the chunkier starters in the series. Emboar is the most brute force of them all. It learns Flame Charge very early on, and its guaranteed Speed buff is a great setup for sweeping. Samurott is the most well-rounded, and learns some unexpectedly great moves like Revenge, and an assortment of powerful Bug-Type moves. Serperior has powerful Grass-Type moves and the great setup move of Coil to boost its Attack, Defense, and Accuracy. Unfortunately, it has the weakest move pool, only able to learn Grass and Normal-Type moves. It’ll serve you well against pretty much anything except a Steel-Type… well, once it gets Leaf Blade.

If you didn’t think this game had any more tanks, don’t worry; there are more. Druddigon and Ferrothorn are particularly rude, because they both have an Ability that inflicts contact damage on opponents. And like with any Pokémon with those Abilities, the effect stacks with the Rocky Helmet equipped. Just be wary with Ferrothorn; being a Grass-Steel physical wall, one good special Fire-Type move will end it.

Last but not least are the Legendaries. The main two, Zekrom and Reshiram are—to my knowledge—the first and only plot-relevant Legendaries who cannot be caught until the post-game (at least in the sequels; in the originals, you catch your boxart Legendary right before the final boss). They are all around great Pokémon, bolstering strong attack and bulk. Kyurem, who’s also respectably strong by itself, is able to fuse with either of Zekrom or Reshiram. This replaces its signature move with a powerful two-turn attack that can inflict Paralysis and Burn respectively.

There are also the Swords of Justice, who are notably all obtainable before the post-game. They have VERY powerful attacks, but the best one defensively is Cobalion. It’s Steel-Fighting, which is awesome before Gen 6 nerfs Steel. There are also the Mythical Pokémon Victinni, Meloetta, Genesect, and Keldeo. Unfortunately, since those are Mystery Gifts that need to be obtained through an event during a specific time, I have only ever obtained Genesect and Meloetta. Genesect is basically a watered-down Arceus; a cool-looking Bug-Steel Type whose signature move changes based on the type of a hold item called a Drive that it holds (and I’ve only ever been able to find one anyway). Meloetta is a special attacker that alternates between Normal-Psychic and Normal-Fighting through use of its signature move.

Let’s get back to the actual structure of the game. Unova was already a very chunky region in the first game, but Black and White 2 has a LOT more. A LOT MORE. It has a whole bunch of new areas, and a much wider variety of Pokémon than in the previous venture (even if the Unova-only Pokémon idea was pretty fun in Black and White 1, and much appreciated compared to the more recent games where newer Pokémon tend to be rare). However, there wasn’t exactly much I didn’t remember, since I—you know—remember so much from loving these games to death.

When it comes to starting in earnest, I’d say that Black and White 2 opens up after the third gym. Route 4 is when you start getting a lot of interesting Pokémon, and get to explore a pretty big area with the Desert Resort. Unfortunately, there is some padding even still. While you aren’t forced to do the tutorial for the musical place (which… we’ll get to later), you are forced to do the Pokémon World Tournament after the fifth gym (in addition to the aforementioned PokéStar Studios). I don’t know if you have to win to advance, but it comes down to already knowing what your opponents have (fortunately, they’re always the same). There’s also a very late point in the game where you have to fight someone with four Roggenrolas. Since this is before they could have Weak Armor… you have to fight four Roggenrolas with STURDY. It’s stupid and pretty much impossible to lose; it’s just there to be annoying.

So, we’ve gone over a number of side areas with unique mechanics. Well, there’s still more. One of my favorites was always Join Avenue. Every day, you’d boot up the game and talk to NPCs walking along the street, where you’d either have them open a shop or recommend them to an already opened shop. This place sucked so much of my life away ten years ago, and it’s worth it. The raffle place has a Master Ball for the grand prize, and I—to this day—have never obtained it (if Chugga ever plays these games for his channel, he will probably get it very easily). The antique shop is a great place to obtain a lot of random and useful items (get ready to have a new hate for Hard Stones). There are also places to raise base stats, friendliness, and EVs. 

Full transparency here: I did some of these side mechanics in my copy of Black 2, since I already had grinded up some other Pokémon for post-game stuff. PokéStar Studios… I gave it half an hour before I gave up on it (yes, that’s more than I ever gave it). I like it, but even when watching Twitch in the background, I found it emotionally draining and mechanically stupid. In PokéStar Studios, you choose one out of a staggering number of movies to shoot. You are provided rental Pokémon and a script to follow. You generally want to follow the script… but the problem is that you’re actually encouraged to find a very obtuse and specific combination of deviations to make something more avant garde. Since Bulbapedia, the most trustworthy source of Pokémon info on the Internet, didn’t have a guide for this to my knowledge, I gave up pretty quickly. As much as I love the unusual scenarios it puts Pokémon in (which I would’ve loved to see done in the main games more often), it’s just too much.

And honestly, I didn’t really want to do the musical studio either. The fun part is dressing up your Pokémon in ridiculous ways with various props, and that’s about where the fun ends. On stage, you perform a number that takes about five whole minutes, and you’re supposed to have more pizzazz than the other performers. Sadly, I have no idea how it’s measured. I know that hand-held props can be used as one-time flourishes, but I—to this day—have never had any clue on the best timing. Also, you have to do this a massive number of times to get everything out of it, and there are not enough dances to select from for variety’s sake. It’s the kind of repetitious grinding that can drive a completionist insane.

To add to the unprofessional-ality of this retrospective, I couldn’t do the competitive battle areas for crap either. The Pokémon World Tournament starts off weirdly easy (at least it was for me). You go through a cup where all eight Gym Leaders of Unova are thrown in as contestants. If you win, you unlock similar cups featuring Gym Leaders from Gens 1-4. While this is no doubt really cool, it’s also really difficult. I just can’t wrap my head around the insanity of competitive Pokémon-ing. The Battle Subway, which features different types of battle gauntlets against random trainers, is more forgiving, but it’s also less exciting.

When it comes to overall difficulty, Black and White 2 can be nasty if you don’t know the series’ mechanics REALLY well. Levels tend to hike up when it comes to gyms, creating a lot of walls if you don’t have specific Pokémon to account for them. I enjoy playing Pokémon slightly underleveled, since knowing the mechanics tends to outweigh pure stats, but man, not having the Gen 6 and onward Exp. Share is… hard to go back to. And for anyone who thinks that particular mechanic in Gen 6 makes things too easy, well… I’ll elaborate on that if I ever do a 10th Anniversary X and Y retrospective next year. I don’t really know how hard mode is, but according to Bulbapiedia… yikes.

In case Black and White 2 didn’t seem long enough to you, then get ready for its massive post-game! This opens up a ton of new areas: the northwest and southeast corners of the map (i.e. the areas around Icirrus City and the starting area of the first games). It also opens up Clay Tunnel, where you can obtain the Regis. The thing is… they’re all in the same room, and require the Key System setting to change the room to accommodate each Regi. These Keys were obtained by beating the game and doing other stuff, and had to be shared with other versions of the game. One set of keys is a difficulty modifier, however, I don’t know if you can have it to where you start a new campaign with one of those keys right off the bat (I kind of wanted to play the game on hard mode). In any case, you need both versions to obtain all three Regis, and unlock Regigigas as well. There was also a mechanic that allowed you to see N’s past, and randomly spawn Pokémon formerly owned by him into the wild. However, I don’t remember much of that mechanic nor how to do it.

It also opens up the version-exclusive Black City and White Forest. The former represents corporate greed and is really miserable and ugly, while the latter is quaint and happy. However, unlike the previous games where White was objectively better, both areas are more balanced in Black and White 2. Both of these areas have a unique challenge dungeon. Each set of floors has you go through a procedurally generated dungeon, fighting random trainers for hints on where the gatekeeper trainer is. Beating the gatekeeper trainer opens the door to the boss. Items cannot be used, but levels aren’t fixed either, so you can theoretically grind to level 100 and have an easy time. In any case, making progress opens shops in Black City and White Forest, each with unique items, and beating the final boss gives you a Shiny Gible and Shiny Dratini respectively. There is also an area that opens up after completing the Unova Regional Pokédex, but to this day, I have never managed to get it, especially since this game doesn’t have two rivals to register all three starters with (and it’s not Sinnoh where it’s programmed to make Regional Dex completion easy). 

And here’s the cherry on top: the Medal system. This is technically not post-game content, but it is part of getting to rate these games as 100% completed in your book. There are Medals for everything, from basic stuff, to completing everything in the side areas such as PokéStar Studios. This also includes completing a Pokémon League run with a single-Type team for EVERY Pokémon Type (fortunately, dual-Types count as long as one Type matches across the board), as well as a run with a single Pokémon (shouldn’t be too hard for those very first fans who just used their starter for the entirety of Red and Blue as kids because they didn’t know how the game worked). It’s a tad bit excessive.

Some of this stuff seems like it requires monumental grinding, and it does. Fortunately, Unova is by far the best generation for this sort of thing. Every day, stadiums in Nimbasa city spawn trainer battles (as long as it’s the right time of the day, otherwise they’ll be closed off). By the post-game, there are TONS of battles, enough to take at least half an hour total. In addition to this is a fight with your rival, a tag-team battle involving the trio of Gym Leaders from the first game’s Gym, and a fight with Colress (if you’re willing to go through two routes to get to him every time). ALL of these respawn daily. Furthermore, a rare Pokémon named Audino can spawn in any light-colored Pokémon grass, and that thing drops a LOT of XP!

Generally, I consider Unova to have excellent design in terms of layout and stuff to do (especially the latter), but I do have one qualm with it: seasons. There’s a reason that this only occured in Gen 5, because it’s handled stupidly. Basically, the game will track the date and time on your DS, and dynamically change the overworld depending on the seasons. While this is a nice detail, it results in some areas that cannot be reached except on specific seasons. And what’s worse is that autumn and winter are—to my knowledge—the only ones that really matter in terms of gameplay. 

For this passage, I need to make something clear: for some reason, I really love the world of Pokémon. It does have questionable ethics (and a lack of law enforcement), but I always loved existing in it. It always felt like a lucid dream to me (which is ironic since dreams are a theme in this game), and Unova always felt like one of the dreamiest. Pretty much every town has some sort of personality that makes it stand out, and a lot of them have my favorite atmospheres in the series. One such example is Village Bridge, which is an area that you just go through, with no plot relevance in either games. As a result, I always felt like it was a place removed from the rest of society, and it had a sense of quaintness to it.

I also love the visuals of Gen 5. This was the first generation where the POKÉMONS’ NAMES WEREN’T ALL CAPS, and more importantly, the first where their sprites were animated, showing off their full bodies in battle. The 3D is also much more intricate than Sinnoh’s, and the games run better as well. It’s also the first game where Abilities have a flashy visual that appears when they are activated.

The soundtrack is also one of my favorites in the series, with awesome overworld and battle themes. People generally love Route 10 from the first game, but as great as that song is, I also love the Route 23 that replaces it in the sequels. Colress also has one of my favorite boss themes in the series, but Ghetsis’ ominous, minimalist theme gets a remix in the sequels which kind of kills the impact of the original. One thing that Gen 5 does that is never revisited until Gen 7 is dynamic themes. Gym Leaders play an alternate theme when on their last Pokémon, but it doesn’t stop there. Certain NPCs in towns can play music which adds to the actual town’s theme. The most prevalent example is the aforementioned Village Bridge, which becomes a fully composed song complete with lyrics after you talk to all the NPCs involved.

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After All These Years: 9/10

I love Pokémon Black and White 2, but since then, Game Freak has greatly streamlined gameplay. It’s just really nice that the newer games are programmed so that all your Pokémon will be fairly balanced for each challenge as long as you fight every regular trainer battle. Oh, and those side mechanics… ew. Since the DS is kind of dead, I obviously can’t recommend these games whatsoever. But hey, if you somehow have copies lying around that you bought ten years ago and never played, then I think you should play them.

Apparently, Triple-A Gaming is Scary: A Rant

I’m a Nintendo kid. Despite its shortcomings, such as terrible online servers (which I don’t use because I choose not to have friends), and games that don’t even remotely meet people’s expectations (that they continue to make despite negative feedback), I am prepared to follow them to the bitter end. In recent years, I’ve learned that many triple-A game studios are, for the most part, heartless swindlers, and Nintendo was the least of many evils.

One bad thing I’ve heard of is microtransactions in pay-to-win games. Normally, they show up in games that are free. However, I’ve heard of them showing up in a lot of games that cost money to buy, too (such as one of the Crash Bandicoot racing games). That’s pretty gross, but that’s only the tip of a much larger iceberg. And gamers are the Titanic.

The worst I had heard of was Bethesda, the creators of Fallout and Elder Scrolls. Their games are buggy; notoriously buggy. And. They. Don’t. Care. This studio rolls in millions of smackaroos by consciously putting out dysfunctional games that people still buy for some reason. Not only that, but some of the controversies I had heard of are actually illegal, such as a scam in Fallout ’76 Collector’s Edition merch, where people didn’t actually get what they paid for.

However, seeing is believing, and I had no idea just how bad triple-A gaming is; it’s gotta be the most corrupt consumer market next to car dealerships. I don’t know if I mentioned this before, but I bought a new gaming laptop. It’s small, but it’s a beast, and it can play pretty much any triple-A game coming out in the foreseeable future. There were some coming out this year that I actually wanted… and this is when I saw the corruption firsthand.

The first sign is Square Enix’s Forspoken. Apparently, PS5 games cost $69.99USD, but Forspoken costs that much on PC as well. According to the Steam forums, Forspoken will start a new precedent by Square Enix to gradually increase the price of all triple-A games… eventually topping off at $100USD. It’s not only disgustingly corrupt; it’s stupid. At this point, the only thing that this generation’s games have is better graphics, and to even appreciate those, you need to break out thousands on a TV that can support such ludicrous resolutions. And that’s not even taking into account the amount of these massively anticipated games that flop hardcore. Even if Forspoken was a good game—heck, even if it was a really good game that’s worth the money—buying it would only feed the beast.

Another problem is Bethesda’s Starfield. I ignored this game when it was announced, but recently, I’ve been watching Tom Fawkes play through Elder Scrolls IV: The Krug Khronicles. Elder Scrolls is my kind of game: open world sandbox, non-linear structure, a myriad of playstyles, and multiple solutions to quests. Bethesda has a good design philosophy… but sadly, they can’t—and won’t—execute it well. I would love to play Starfield, but it’s such a huge risk. As a weeb, I’m also interested in Ghostwire Tokyo. Although Bethesda’s merely its publisher, not its devs, they probably have the authority to tell the actual devs something like “So, if you happen to come across any bugs in the game’s programming, don’t do anything, ‘kay?”. They’ve gotten away with selling broken products for decades. In fact, people still buy their games despite this.

That last phrase is the real crux of the matter, isn’t it? Despite the glaring flaws that these games have, people buy them anyway. It’s almost like a vicious cycle. Square Enix can get away with what they’re pulling, because people will pay anything for the next big thing. I’ve lived through so many games that were supposed to “transcend reality” that ended up being mediocre disappointments. 

Us middle-class plebes boycotting a game won’t do much of anything, because of how the gaming landscape has changed. We have to factor in gamers, and I don’t mean people who play games as their hobby; I mean those who play games for a living. The algorithm is ruthless, and playing the right game at the right time is literally what puts a roof over their heads. Square Enix can raise their prices however high they want, for the professional gamers are obligated to buy any and all highly anticipated releases. They’ll shell out the triple-digit-dough for a special edition when applicable, especially when factoring in collectors. If Square Enix really plans to shift the market like this, they will succeed. It really won’t make any difference if I buy Forspoken or not. In fact, I’m tempted to get it day 1 because it would be an interesting experience to be part of the inevitable controversy surrounding its main protagonist, since apparently having a Black female lead protagonist in 2022 is utterly outrageous.

In addition to all that, we have to worry about these things called NFTs (short for Non-Fungible Tokens). I had heard of them on the Disc Only Podcast, where they were alluded to as harbingers of the apocalypse (I distinctly recall one person in chat responding with “We live in a dystopia”). No one on the podcast actually explained what NFTs were, so it meant they were a big enough deal to assume that everyone knew what they were. Of course, I didn’t because I’m me. Based on what I looked up, NFTs are simply the digital equivalent to a certificate of authentication on a collector’s item. The most corrupt aspect about them just seems to be the fact that rich people have spent millions on them, as opposed to giving that money to charities. I don’t quite know how they will bring ruin to our lives, but apparently, if they become incorporated into videogames, us consumers will suddenly find ourselves with empty wallets and no First Amendment.

The objectively better thing to do is back out and play indie games. While these smaller teams can still make equally bad decisions as triple-A studios (possibly even more-so), they at least cost less, at most half the price of a triple-A game. Best case scenario, you’ll have something that’s just as good as, if not better than, most triple-A games at their finest. Indie games will likely not be affected by an increase in triple-A game prices; in fact, it would only make people flock over to their more affordable games instead. I’m already stoked for this year’s indie titles, with Sea of Stars, SacriFire, and Slime Rancher 2 to name a few (oh right, I gotta upload my review of the first game eventually…). Not to mention that Nintendo still has a promising lineup of $59.99USD games, such as Pokémon Legends: Arceus, Kirby and the Forgotten Land, Mario and Rabbids: Sparks of Hope, Splatoon 3, and more. In fact, listing these titles off already made me more excited for them.

Speaking of Nintendo, I want to end this off positively. Not all of these studios are bad; you just have to look past the ads blaring “NEXT-GEN GRAPHICS” and whatnot. Some triple-A games are actually worth the $59.99USD, and not just Nintendo. For example, Yakuza is a very beloved SEGA I.P. that I’ve never once heard any of these con-art stories from. Also, I’ve been playing Grounded in Early Access. It’s by Obsidian, which is—I believe—a triple-A studio. I’ve really loved it, even in Early Access (although I can’t get any achievements because I don’t have an Xbox account and have to play offline). There are no absolutes in the infinitely complex world of gaming, except for “absolute wastes of money.” 

So, the moral of the story? Don’t play triple-A games, and don’t take up gaming as a career. Okay, that might be an exaggeration, but you should be wary of how the market is because it is capitalism at its rudest. What is your experience with the con artists who make up triple-A studios? Have you converted to indie games because they’re cheaper?

Pokemon BDSP: Gen 4 But it’s Playable

Of all the mainstream fandoms I’m actually a part of, it kinda sucks that Pokémon is one of them. I love the games, but a lot of fans are basically the Star Wars of the videogame world; full of people who are dead set on criticizing anything that comes out after the first three core installments. You do not need to go far to find ridiculously divided opinions on every game from Gen 4 onward. I do think Pokémon has had [many] ups and downs, but I’d pick Sun and Moon with slow text over some of the horrors I’ve heard from outfits like EA and Bethesda. Anyways, the newest punching bag, Pokémon Brilliant Diamond and Shining Pearl are out, and I haven’t read any reviews besides my own. Based on my experiences on the Internet, I have a gut feeling that people hate this one. I want to prove them wrong, but I would have to actually disagree with them first! Without further ado, let’s jump back into Sinnoh, specifically the Shining Pearl version!

Before I start, I must state how significant this game is for me personally. The first Pokémon game I ever played was Pokémon Platinum, and I sucked hardcore at it. We all suck at our first Pokémon game, since it’s so different from most JRPGs. Once I got to the point where I knew all the series’ nuances, I always wanted to go back and whoop Platinum’s ass. The problem is that I lost my copy. As such, this remake is FINALLY my chance to redeem myself in Sinnoh!

In the fourth generation of Pokémon, your trainer is—as per usual—given a Pokédex and a free starter. Also as per usual, you have to complete the professor’s somehow empty Pokédex. However, you and your friends end up having a run-in with Team Galactic, led by Cyrus. He wants to rewrite the entire cosmos, so… Good luck with that.

I don’t know about most of the Internet, but when I first looked at the pics for these games, I didn’t exactly like how it appeared. They reverted back to the chibi style, and made it resemble the Switch remake of Link’s Awakening, but a lot more lifeless. However, after finally getting to play them, the visuals grew on me. It’s as vibrant and cozy as the Pokémon world always was, and the water graphics are particularly appealing. The updated soundtrack is really solid as well.

Let’s discuss Gen 4’s story once again… or lack thereof. Diamond and Pearl, being before Gen 5, really don’t try to be engaging whatsoever. It is the usual formula of “go get Gym Badges until the bad guys show up and you happen to be at the right place at the right time.” There really isn’t anything else to say about it.

I was never really a fan of the characters either; everyone was pretty one-dimensional to me. While the updated look gives some personality to their mannerisms, it’s pretty inconsistent how much stock is put into them; I’ve seen random Trainers get more love than plot-relevant characters. The Gym Leaders are their usual one-off, pre-Gen-5 selves, with Crasher Wake being the only memorable one to me.

If Sinnoh’s story did anything right, it made a big leap forward in Pokémon lore. Legendaries have always played a religious role in this world, but in Gen 4, we have literal gods. The box-art Legendaries, Dialga and Palkia, control the fabric of space-time itself, while a trio of three sprites who reside in Sinnoh’s great lakes, gave humans all the aspects of, well, humanity.

Being a remake, there are some necessary quality-of-life improvements. Pokémon summaries—for the first time ever—straight-up show an up and down arrow for affected stats in Natures. X items still raise stats by +2, and the Pokétch has an app which replaces the need for any HMs. And most importantly, EVERYTHING IS FASTER. Battles are at Gen 8 speeds, and Surfing isn’t garbage.

However, at what cost do these great improvements come? For starters, TMs are now back to being consumable items (although it’s somewhat alleviated by having TMs received by NPCs come in units of three). Marts and Pokémon Centers don’t share the same building either. What’s extra-damning is that Pokémon Centers don’t have free Move Reminders anymore. Oh, and random encounters are, well, random again; no Pokémon on the field other than statics.

One of the best new perks for true Pokémon gamers is a free Mythical Pokémon! As long as you have save data from Pokémon Sword or Shield, you get a free Jirachi in Floraroma Town. It’s the first time I’ve ever used Jirachi, so it basically felt like an entirely new Pokémon. Furthermore, early buyers obtain a Manaphy Egg (sorry if you’re reading this and you missed the window). It’s also my first time ever using Manaphy, and as such, I also had access to Phione via the Daycare Center. However, I used Manaphy since Phione is objectively weaker, despite being much more annoying to obtain. 

And you better make use of those Mythicals, because through these games, I learned—the hard way—just how good Platinum was. I was looking forward to the Rotom in the haunted house and the Togepi you get from Cynthia. It would be my first time ever using the former with its new Fairy typing. However, in Diamond and Pearl, they are post-game, whereas you get them much earlier in Platinum. The Eevee you would get at Hearthome City is post-game as well. Spiritomb is still impossible to obtain without at least one friend. 

Sadly, this means that they failed to fix many bad problems with Diamond and Pearl’s game design. Fantina’s Gym is still a math class, for starters. Also, the encounter variety is garbage. Sinnoh has some solid Pokémon, sure, but man… Gen 7 and onward has spoiled me in how much variety you get in encounters. For people who don’t know, allow me to sum up Sinnoh’s Pokémon variety: the Chimchar and Ponyta families are the ONLY Fire-Types in the game! Furthermore, routes tend to have the same encounters over and over, moreso than spamming the common pure-Normal and Normal-Flying-Type families of that Gen. I’ve seen Shellos, Ponyta, Geodudes, and more common Pokémon permeate the bulk of Sinnoh.

A mechanic I’m glad to see back is the Grand Underground. This rabbit hole of a side mode is a massive and intricate series of tunnels throughout Sinnoh. You can dig fossils and other really good items in an RNG-based, Battleship-like minigame. Basically, you just smack parts of the wall with a hammer to reveal items. You keep anything that’s fully revealed by the time you run out of guesses. There are also secret bases in the Grand Underground, and new to the remakes are rooms that have Pokémon actually physically roaming around which can be battled and caught at your leisure (while some of these offer a new alternative to annoying encounters, such as Munchlax, there isn’t much better variety here). Statues found in the digging minigame can be placed to affect the spawn of the aforementioned underground encounters. Unfortunately, you can only have one statue effect at a time, dictated by whatever Typing is the majority among your display. I think the biggest flaw is the grind for Spheres to upgrade your Secret Base. You need so many, just to expand it by so little. I think this could be fixed with the ability to trade statues for spheres, because they are much more common than what you can possibly contain within your Base.

Another rabbit hole is the Super Contest Hall. I never dabbled in it back in the old days, so I don’t know if anything has changed. In any case, it’s rhythm game meets brutally long and tedious min-maxing and prep work. Before you can even think of entering, you have to farm berries to make Poffins to feet your Pokémon and increase any of its five Contest attributes. You also have to figure out what the best move to bring into the show based on its Contest effect. That move is basically an ultimate move to use at the right time. Chain with other Pokémon moves to get an even stronger effect. Oh, and make sure you’re actually good at rhythm games. Want a Milotic? Then you gotta dabble in this crap, and that’s assuming you can find the miraculously rare Feebas in the first place. To find it, you need to get to a specific body of water in Mt. Coronet, and fish on one of four specific tiles, whose locations change every day in real time. And even if you manage to find the spot, Feebas still has a low spawn rate on its own tile. 

Gen 4 was pretty tough back in the day. Mars’ Purugly, Jupiter’s Skuntank, Cynthia’s everything… but in the remakes, it becomes almost excessively easy. The more balanced XP distribution from Gen 8 saves on grinding and keeping your team in check, but unlike Gen 8, it doesn’t reach that Goldilocks-zone challenge that I felt Gen 8 had. Even when skipping Trainers, you’ll be overleveled for most of the game. It doesn’t balance out until the Pokémon League, which proves to be about as tough as it was in the old days.

But as admirably I performed this time around, Gen 4 still gets the last laugh on me. For over ten years, I couldn’t do anything in the post-game, and here’s why: for the only time in the series, the pre-requisite for the National Pokédex is to complete the Regional Pokédex. It’s actually quite doable, as long as you fight every Trainer (which the game itself will point out), and talking to Cynthia’s grandma registers each games’ opposite box-art Legendary in your Pokédex, and after that, it’s just a matter of knowing to go after Uxie, Mesprit, and Azelf. Mesprit is a Roaming Legendary, which is annoying, but the initial encounter in its cave that triggers its Roaming status counts toward your Pokédex, so it really is no problem at all. I fought every Trainer, encountered all three lake spirits, and Dialga and Palkia in Platinum, so I have no idea how I failed to complete its Pokédex. Maybe I actually did, but since it was my first Pokémon game and didn’t know the difference between Regional and National Pokédex, I thought I had to literally see all Gen 1-4 Pokémon. But with my old cartridge lost, we’ll never know for sure.

Despite how easy it is to do, I still think it’s a pretty arbitrary prerequisite for the post-game, especially after one of the hardest final bosses in the series. With all that said and done, it’s time to experience the post-game in earnest! Whatever’s carried over seems to be the same, although I couldn’t really tell you that since I only ever experienced the post-game through Chuggaaconroy’s Platinum playthrough up until now. In any case, there’s a lot to do! You have an entire new region to explore, with Heatran slumbering at Stark Mountain. There is also a sidequest that nets you Cresselia, as well as an encounter with Rotom at night in a specific area. One thing I don’t remember is the ability to challenge every Gym Leader again, as well as fights with the Professor’s assistant and your friend that refresh daily.

Of course, the thing to be hype for is the new Ramanas Park. Here, you can catch every Legendary from Gens 1-3, including the Regis needed to get into the Snowpoint Temple to get Regigigas. Since everything has to have extra prerequisites in Sinnoh, it’s not that simple. To fight them, you need to trade Mysterious Shards for Slates that correspond to their room. These Shards are found—rarely, I might add—in the underground. It’s a grind to get all of them, because it’s not like you need one Slate to unlock each room; the cost is one Slate per encounter. That means you’ll need three small Mysterious Shard or one of the far rarer large Mysterious Shards for every Legendary from Gens 1-3. Good luck with that!

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Final Verdict: 9/10

I wish it had some of Platinum‘s perks, but nonetheless, these remakes of Diamond and Pearl really do Gen 4 justice. It makes a great entry point, since it doesn’t overwhelm you with massive amounts of encounters right at the beginning. I think there’s supposed to be DLC, but unless it’s a whole campaign like in Sword and Shield, I probably won’t dedicate a whole post to it.

Hyrule Warriors Age of Calamity: A Relativily Short Beat ‘Em Up (Relativily Speaking)

So, long story with this game (and why this review is out such a long time after the game’s release). I had thought about buying Hyrule Warriors: Age of Calamity, the prequel to my current favorite game of all time, at great length last year. I recalled how the original Hyrule Warriors was—and is still—the longest Zelda game of all time, with over 300 hours for a completionist run, according to the website How Long to Beat (or over a thousand according to Jirard the Completionist). I had made a lot of progress, just for the Definitive Edition to come out on Switch, which was a basic eff-you to all my hard work on the Wii U version. However, I got more incentive to play Age of Calamity when I asked how long it is on one of my old Facebook groups, and saw that it was a much more lenient (but still chunky) length. I resolved to get it as a Christmas present for myself… when my sister bought me One Piece Pirate Warriors 4. I was tied to playing through that game, and by the time I finished it, I decided I had no time for Age of Calamity. More recently, I decided to make a soulful decision to suck it up and MAKE time for games that I legitimately want. And so here we are… My third jump into a Warriors game.

In Age of Calamity, well… if you’ve played Breath of the Wild, you know the story. Ganon has become his most monstrous form yet: Calamity Ganon (and if you’ve beaten Breath of the Wild, you know how terrifying he is). Not only are there truckloads of Moblins, even the Guardians meant to defend Hyrule have been corrupted, and turned against the very kingdom they were meant to protect. Link, along with the most waifu-like Zelda of the series, and four Champions, have to unleash one heck of a butt-whooping to get out of this one!

This game gives a lot of context to Breath of the Wild‘s lack of a plot. Apparently, Link isn’t even the hero this time; instead, it’s a robot that time travels from the future to assist Link and Zelda. Confusing, right? Thing is, a Zelda game is a Zelda game. While it isn’t as simple as finding the Divine Beasts and the Master Sword, Age of Calamity is quite straightforward. 

The whole thing with this game was supposed to be getting to know the Champions better. But… there really isn’t much. These guys are more-or-less exactly how they’re seen in Breath of the Wild; even Rivali’s resentment of Link is just arbitrary. Zelda is the same waifu as ever, and Link is… Link. Fortunately, Zelda’s dad learns to eat his words after how strict he was to her.

THIS PARAGRAPH CONTAINS STORY SPOILERS. Okay, so… in terms of story, Age of Calamity is a massive let-down. Based on how things progress in the game, this is NOT Breath of the Wild’s prequel, but an alternate timeline of the events before Breath of the Wild. Like, seriously. When you complete the final stage, you actually beat Calamity Ganon successfully. None of Link’s memories from Breath of the Wild are reintroduced with their full context nor chronological order like I had hoped. The time travel mechanic, I felt, was done solely to bring in other characters from Breath of the Wild, since their roster was so limited. Kohga also joins in, which is cool, but not supposed to happen. Of course, all of this could be me not remembering Breath of the Wild. Chances are, Sidon might’ve said something like: “Hey, Link! Remember when I time traveled to the past and helped you fight stuff? Oh, you don’t? Ah well, that sucks” at some point in the game.

Gameplay-wise, Age of Calamity is typical Warriors stuff. You have your regular attacks, strong attacks, combos, midair attacks, special attacks, and a unique ability for every character. Like with Hyrule Warriors, strong enemies have weak point gauges that need to be depleted during openings to be able to execute a finishing move. Age of Calamity, however, mixes things up and utilizes the Shiekah Slate. Every character will have access to those lovely powerups such as Remote Bombs, and they are VERY helpful. The basic mechanics for them are pretty much unchanged from Breath of the Wild, but in this game, they can be used to disrupt specific enemy attacks.

The big learning curve, however, is with the characters’ abilities. There aren’t as many to play as in most Warriors games, but they make up for it with depth. While the game is nice enough to give you button prompts for abilities as you play as them, they are still very confusing. Link is a safe bet, since he’s your basic dude. But everyone else… geez. To make it more confusing, the Shiekah Slate powers have unique effects based on who’s using it! 

But if there’s one thing that doesn’t, it’s the Rods. These are your typical elemental Rods from the Zelda series. They have limited ammo, but can be refilled by beating elemental enemies and breaking some crates. Enemies with elemental attributes can easily be trivialized by Rods, but most enemies will at least suffer some effect from them.

One of my biggest concerns playing a Warriors game solo was what to do in the event of multiple urgent objectives happening at opposite points on the map. It never felt balanced except for co-op. However, Age of Calamity fixes that… to a point. You can change which ally you’re playing as at the push of a button. Also, you can pause the game and order the A.I. to go to a specific spot. One important thing that they don’t tell you is that you need to go to the menu and cancel the order once they arrive at the spot. I learned this the hard way, and found my allies doing a 180 and heading back to where I originally wanted them to go instead of forward.

Fortunately, stages aren’t as much of a mess this time around. There are some points where a ton of mobs appear, but it’s not constant. The reason is that they knew that you would need down time in these stages, as there is stuff to find per Zelda tradition. Any out of the way part of the map is likely to contain a special treasure chest. Oh, and guess what else you’ll have to look out for… Yep, those sumbitch Koroks are back (hang on, if this is the prequel, doesn’t that actually mean they’re here for the first time?), but there aren’t nine hundred this time around. 

Of course, fighting is only half the battle. One of the towers from Breath of the Wild serves as Link’s base of operation. Here, you can check equipment and select battles to embark on. You can also solve quests throughout Hyrule, which increases character abilities and increases a lovely Affinity gauge with the region. Later ones will require a LOT of materials, as expected from a Warriors game.

You also have the blacksmith, which allows for the fusion of weapons you pick up in battle. However, it’s kind of complicated in this game. In Hyrule Warriors, you just choose one weapon ability to transfer to the base weapon. But here, there are a whole bunch of nuances with stat bonuses, as well as an extra perk for abilities with matching shapes on their icon. One important thing that they don’t tell you (either that or I skipped it like an idiot) is that an ability slot is added every fifth weapon level up. Just like with Hyrule Warriors, it’s worth experimenting with this system to create something stupid powerful!

Difficulty-wise, Age of Calamity is about as tough as you can expect. It can be overwhelming to get used to the controls, but as you level up and gain more powerful weapons, it becomes a bit more manageable. However, some of the side missions can be a bit of a pain (plus some of the DLC ones can have large difficulty spikes). Some timed missions were incredibly sting twitch respawning mobs, resulting in some uncomfortably close shaves. Also, they have no-damage missions, which are my absolute weakness in Warriors games. Knowing Breath of the Wild mechanics is a great advantage, since most enemies have the same attack patterns (with some new ones thrown into the mix), and certain nuances are carried over.

Like with any Warriors game, Age of Calamity has a post-game. This spawns some of the usual extra quests and missions that are harder than the final boss. It also spawns a large quest chain, and completing it unlocks the time traveling Guardian as a playable character. Based on the character select grid, there’s one character I never figured out how to unlock. Knowing my luck, I would need to complete everything as a prerequisite, and since there are no damage challenges, that’s not gonna happen in my case!

The reason why it took me until almost the end of the year to put this review out is because of Age of Calamity’s Expansion Pass. Since this DLC isn’t involved enough to warrant a whole review, like with Pokémon Sword and Shield’s, I had to wait to discuss each of them here! The first wave of DLC unlocks Robbie and Purah’s Research Lab. This includes a whole extra set of requests, most of which require a new type of material called research papers, which are basically earned just by doing your usual thing. The rewards are REALLY good, and like a lot of Nintendo DLC, feel like something that would be a  middle finger to those who already beat the base game. Rewards also include a weapon for Link that’s literally two Guardian legs stitched together, the motorcycle from Breath of the Wild’s DLC for Zelda, and—the most important thing—a Guardian as a playable character. Unfortunately, the research requests can be very grindy, often requiring vast numbers of resources as well as defeating a specific number of enemies with specific items. This DLC also causes Vicious Monster encounters to spawn at random throughout the world. Each region’s fight is the same, with the exception of the Vicious Monster itself. The difficulty level for some of these can be well above what you should be at for the main story. You can still fight them, but they’re hard enough even when properly levelled. What makes these fights hard is that elemental enemies infinitely spawn, and you can get juggled between them. At the very least, this makes these stages great for grinding Rod ammo. 

The second set of DLC makes little-to-no sense to me. What it’s supposed to be is a series of hidden memories stored inside the time travelling Guardian. This starts with a short level from its perspective, which makes sense considering that they are its memories. However, after that is just a series of one-off fights, implied to have taken place during the second act of the story, that the Guardian isn’t even involved in (with the exception of the final mission). It makes no sense that everyone else wouldn’t have remembered these battles, and even less sense as to why the time traveller alone recalls them. 

In terms of gameplay, these missions are a bit of a pain. Each has a bonus objective, one of which is always hidden until you magically happen upon it. Beating these extra missions, along with the bonus objectives, nets you some powerful upgrades to the characters’ movepools. Finishing the campaign unlocks Robbie and Purah as a tag-team playable character, which is quite worth it if I do say so myself.

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Final Verdict: 9.25/10

For a bunch of cobbled together assets made to tide us over for the sequel that we actually care about, Age of Calamity isn’t just a great game; it’s the best Warriors experience I have ever played. It’s still grindy, however, but there’s no achievement system for getting everyone to max level (and other headaches like that). I recommend it to any Zelda fan who isn’t The Completionist (and if he’s already played Age of Calamity, at least it’s not as bad as Hyrule Warriors Definitive Edition).

Metroid Dread: SA-X Chase Sequences, the Game

Have you ever heard of the videogame protagonist Samus Aran? I spent the last decade thinking of her as only a Smash Bros. character. It wasn’t until this year’s E3 that I remembered: “Oh right, she has a franchise, and an important one at that!” You’ve seen tons of metroidvania games, right? Well, her game series—Metroid—is where the genre all started. You’d think that such a monumentally important Nintendo I.P. would have a consistent track record of new releases. But after the lukewarm reception of Metroid: Other M, there hasn’t been a single tried-and-true Metroid game… until now, with Metroid Dread for Nintendo Switch (and for the record I was being sarcastic at the beginning).

Metroid Dread picks up where Fusion left off. After dealing with the X, the Federation gets sent a little TikTok of an X Parasite alive on planet ZDR. They investigate, and of course, lose contact with mission control. Time for Samus to take care of business AGAIN. Of course, it doesn’t take long for some Power Rangers villain to show up and kick Samus’ ass, making her lose her power-ups AGAIN.

Metroid Dread has a pretty standard plot for the most part. They revisit the X, which is cool, and have what I think to be the first living Chozo in the entire series, which is even cooler. But other than that, it’s your typical “run around maze-like world and do stuff” Metroid experience. It goes from zero to a hundred at the end, though. Plus, Samus is the most bad-ass she has ever been in the series.

People wanted classic 2D Metroid gameplay to return, and that’s what they got. The controls should immediately be familiar to anyone who has knowledge of the series. They even brought back hidden blocks! However, there are plenty of new toys to play with as well; it would suck if we waited this long for “just” another 2D Metroid. In addition to new power-ups, Samus can parry enemy attacks by smacking them with her arm cannon.

As a follow-up to Fusion, Metroid Dread is very scary, and very difficult. While regular combat is pretty easy, things get spicy in the E.M.M.I. Zones. Each zone has an E.M.M.I. unit within, and they REALLY wanna give Samus a shot of that COVID vaccine. But apparently, the side effects include instant death! Unless you can master the ludicrously difficult parry timing to escape, getting caught is GG. Luckily, the game has plenty of checkpoints, so it’s not a time-waster, but that fact is kind of like putting a free 1-Up at the beginning of a tough Mario level; Nintendo knew they made something that was complete BS.

Death counts will easily go into the double digits if you’re a first-timer, and aren’t good at stealth. Pretty early on, you get an item that temporarily makes you invisible, which made me think, “Well that makes things much easier.” However, there were a ton of times where I would cloak up and wait for the robot to sneak by, just for it to casually stroll right where I was. Your computer friend tells you to study their pathing carefully, but sometimes you have to think fast, and if you’re not fast enough, it’s GG. Also, there is some sort of randomness. What I think is happening is that the robot is patrolling constantly even when you’re not in the room. I think this because there were times where I came in and found the robot there, and other times where it’s wasn’t.

Fortunately, you don’t have to deal with them forever. Finding the Central Unit in each E.M.M.I. Zone and defeating the miniboss there gives you a use of the Omega Blaster. A fully charged shot from these defeats the stupid vaccine-o-trons. However, the next battle becomes finding a proper space to charge it up from, and this gets straight-up tedious.

At the very least, the boss battles are fun. They’re more complicated than past games’ strategy of spamming missiles, and they also have parry-able attacks that allow you to earn a LOT of free hits. And for the sake of nostalgia, some old friends show up once again. Just keep in mind that you take a LOT of damage in this game. Expect some tougher enemies to take up to three Energy Tanks in one hit.

Of course, nothing is more universally hated in a metroidvania than a lack of nonlinear exploration. And… *sigh* Metroid Dread is a very linear Metroid game. Not only is it linear, but it very often gates you from backtracking when you get a new upgrade. At the very least, it doesn’t straight-up hold your hand when it comes to where to go. However, they have a tendency of sneakily hiding required paths in hidden blocks. If you’re knowledgeable of the series, you should have no problem spotting them. Oh, and here’s another caveat. As you know, metroidvanias are influenced by both Metroid, and the non-linear Castlevania games (ex. Symphony of the Night). The latter had fast travel points, while Metroid never had it… and still doesn’t have it in Dread. So yeah, if you do want to get everything, prepare to do a TON of walking.

Another standout feature is that, for the first time in the entire series, the map is useful. It marks everything, from items, to types of doors, to discovered blocks, and even gives vague hints as to where an item is hidden. As nice as this is, you could argue that the charm of metroidvanias is having to decipher an intentionally unhelpful map. However, as accurate as this map is, it doesn’t give you the intrinsic skills needed to collect the items. This game has a number of obnoxious puzzles with the Shinespark, requiring mechanics new to the series that you have to figure out yourself, as well as killer reflexes.

Unfortunately, the audio and visuals leave much to be desired. While the characters look good enough, the environments are a bit bland. Nintendo’s always been better at cartoony styles, and Metroid isn’t like that. Also ,the music—other than remixes of classic tracks—is pretty forgettable. 

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Final Verdict: 8.5/10

I don’t quite know what to think of Metroid Dread. For all intents and purposes, it’s a great Metroid game, albeit with some annoying insta-death scenarios. I think the circumstances around its release have colored my impressions of it, as I initially feared it would. For being the first 2D Metroid in almost twenty years, the fact that it feels like “just another Metroid game” feels kind of like a disappointment. Plus, the $60 for a game that can easily be beaten in under fifteen hours 100% is kind of yikes. The biggest caveat is that the metroidvania subgenre has exploded in the indie scene, and considerably raised the bar (while lowering the price per product). Mechanics like fast travel are pretty much expected, plus we have Hollow Knight, which is objectively one of the most non-linear games of its kind, even moreso than Super Metroid. And as fun as this game was, it’s not one I can see myself playing again, due to its linearity and obnoxious Shinespark puzzles (even if there is probably a bonus ending if you beat it faster or something, but I’m going to play the ignorance is bliss card here (also I’m not gamer enough to beat it faster)). I can’t recommend Dread for newcomers, since it expects a lot of knowledge of the series to understand its game design. Thus, I recommend it only to devout Metroid fans.

Pokemon Sword and Shield: Isle of Armor DLC Campaign Review

The eight Generation of Pokemon has been perhaps the most controversial in the series’ history. Pokemon Sword and Shield has gotten a bad rap since they were first announced, when it was stated that there would be no National Pokedex for the first time in the franchise. And the games themselves have… issues. In my own review of Pokemon Shield, I praised the graphics, quality-of-life improvements, somewhat decent character development, and enjoyable difficulty level. However, it also had a lacking postgame, and perhaps the emptiest region design in the entire series. Plus, the Wild Areas- which could’ve made Pokemon a more open-world and grandiose JRPG- were just vast expanses of nothing. Despite all this, the new DLC might make Gen Eight more viable. Today, I cover the first part of the Sword and Shield DLC: Isle of Armor, specifically, the Shield version.

In this DLC campaign, your character is mysteriously given the Armor Pass, which allows them to go to the Isle of Amor. As you enter the train station, you end up fighting against a Galarian Slowpoke (unless you played the update beforehand in which case you already did that months ago), and catch a glimpse of a strange character heading off to the aforementioned Isle. When you arrive there yourself, you are challenged by this person and compelled to train at this Master Dojo place on the island.

With this being DLC, the story here can’t intrude on the main story; consider it filler in an old anime. The Pokemon here average at around level 60, and with battles exceeding level 70, making it seem like you are meant to go here during the postgame. But tbh, there really isn’t much of a story. You go there, fight some people, get a new Pokemon. The dojo master does foreshadow some kind of undisclosed event at the end, but I’m going to assume that’s Crown Tundra territory, since I couldn’t find anything of plot interest after the campaign.

This DLC does introduce some new faces, and one of them is determined by your version of the game. My new rival on the Isle of Armor was an eccentric, tye-dye-clad psychic named Avery. He is a lot like Kukui from Sun and Moon; someone with a secret other personality, and the tendency to use Pokemon moves’ names in their dialogue. His character arc was short, but sweet. The Dojo Master, Mustard, is also a great character with that lovable “old-fart-who’s-actually-really-strong” personality.

I don’t know about you, but I spent a lot of postgame doing Dynamax hunting, and since I was stuck with poopy A.I., I jacked up my team members’ levels to average at the mid seventies, way too high for the Isle of Armor. So, I made an entirely new team, with Pokemon caught specifically in the Isle. While some were carried over from the main overworld, there were definitely a lot of missed faces from previous Generations, such as Sharpedo and Jigglypuff. I was able to use Pokemon that I had never used myself in a serious campaign, and I was glad at this opportunity from the Isle of Armor. Since it’s short, I might just take the same team to Crown Tundra.

Design-wise, the Isle of Armor shows some great positives. After you fight your first battle, you’re told to head to the Master Dojo immediately. In most Pokemon games, you’d be blocked every which way various NPC, such as poachers who tried to force you to buy their Slowpoke Tails. But here, you are actually able to explore the whole perimeter of the island to your heart’s content. There’s also a lot more biomes in this area than in the main Wild Areas.

Unfortunately, the Isle of Armor is still an island, and an unsurprisingly small one. It only takes about a couple of hours to scope out the whole area, and that’s if you try to catch every new Pokemon as you see them. The individual biomes themselves are also similarly bland to the Wild Areas, with Pokemon placement just as haphazard as before.

But just because it’s small, doesn’t mean that there isn’t a lot to do. Unfortunately, a lot of that “lot” is helping out the Diglett Trainer. There are ONE HUNDRED FIFTY Alolan Digletts all over this place, and he wants you to find them. It’s nowhere near as bad as the Red Lobster thing in Xenoblade Chronicles X, and for a number of reasons. For one thing, the game actually tells you how many are in each area. And more importantly, ALL OF THEM EXIST AT ONCE. But if you don’t have 20/20 vision, good luck finding them. Your only visual indication is the three little hairs that stick out of the ground, which blend in in a lot of places. You obtain a regional variant Pokemon for hitting certain milestones. I didn’t find all of them because my last reward was Alolan Eggxecutor and that was good enough for me. There is also a new mechanic with the Watts. After a certain point, you can donate them to spruce up the dojo. It takes HUNDREDS OF THOUSANDS to get all the upgrades, and I honestly didn’t have that kind of time.

In addition to this is the Armorite Ore mechanic. You earn these by doing Dynamax battles on the island, and they can be used on this one dude to dig for more Watts, a guy at the dojo to teach some exclusive new moves (as in entirely new to the series), and on this one lady in an all-or-nothing gamble for additional Armorite Ore. The first and latter mechanics are all luck-based. Also luck-based is the Cram-o-Matic. You can insert items and pray that you get a better one. Using berries can make TRs appear. Additionally, Apricorns return to this game, and using them can get you a rare Poke Ball… if you’re lucky.

A welcome addition is Max Soup. This stuff can take any Pokemon whose species is capable of Gigantimaxing, and enable that to any of that species that can’t Gigantimax. This is a really good mechanic. However, it requires Max Mushrooms, which are easy enough to find, but only respawn after Dynamax Battles. And as someone who needs to rely on A.I. trainers to win them… I didn’t exactly get to use Max Soup too often.

The new Pokemon are the biggest reason to play Isle of Armor. First up is Galarian Slowbro. There are two reasons why it’s one of my favorite regional variants yet. The first reason is that I’ll never forget the time when Chuggaaconroy trollishly made Lucahjin and MasaeAnela draw it during TheRunawayGuys Colosseum Direct before it was ever revealed. The second reason is that it’s flat-out really good. It comes with the unique Poison-Psychic type, and the effect of the Quick Claw as an ability. I paired it up with an actual Quick Claw… and have no idea if the effects stack. But hey, it makes me feel good!

The other new Pokemon is Kubfu. It starts off as a typical Fighting-Type, but after MUCH level grinding, you can use it to take on one of two towers. Whichever one you beat determines which version of Urushifu it evolves into. Urushifu is definitely a great Pokemon, or at least my version is. It comes with an ability where it ignores Protect as long as it attacks with a direct contact move, plus a signature move with great base power that always crits.

As I said before, there isn’t anything of story interest after you finish Isle of Armor (unless I missed it). But there is one thing that does appear: Restricted Sparring. This is a competitive battle gauntlet, much like the Battle Tower, but you can only use teams with a matching Type. It’s really interesting, especially as someone who’s always wanted to do entire campaigns in this manner. But since it has teams built around competitive battling… yeah, I didn’t dabble in it too much.

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Final Verdict: 7.65/10

The Isle of Armor improves a lot of Sword and Shield mechanics, and shows the potential for what a hypothetical Generation Nine can hold. However, it’s short-lived and relies on grindy mechanics in order for you to get the bang for your buck. It’s worth playing if you’re a series’ veteran, but it’s more rational to wait and see if the Crown Tundra can justify the Expansion Pass’ cost.

Luigi’s Mansion 3 Full Game Review

Luigi’s Mansion is one of those series that I love to pieces, but cannot play well to save my life. In my years, I’ve only managed to beat the original with one of the worst ranks (something that you need to go out of your way to be so bad at), and never even finished Dark Moon. So, I was in for a rude awakening when a fellow associate (who’s just as bad as me) and I played through Luigi’s Mansion 3 for Nintendo Switch.

The premise, as always, is pretty simple. Mario, Luigi, Peach, and a couple of toads are invited to stay in a five-star hotel called the Last Resort, which is managed by the big-haired, hoity-toity Hellen Gravely. Turns out that she and the hotel staff are all ghosts working under- surprise, surprise- King Boo, and now Luigi has to save his friends again.

It didn’t take long to realize that this is the best game in the Luigi’s Mansion series thus far. First off, the Last Resort has an amazing atmosphere, and the ghosts are as brimming with personality as they were in Dark Moon, if not more (for example, each boss ghost has its own unique animation when you defeat them). This is further enhanced by the suave soundtrack. While not something I’d listen to in my free time, the soundtrack sells the hoity-toity atmosphere of the hotel really well. 

Furthermore, with only one titular “mansion” again, this game returns to the Metroid-vania format of the original classic. There’s a lot of incentive to backtrack to grab goodies, even if E. Gadd yells at you to go toward your objective. Unfortunately, the actual game progression is a bit linear, but it’s still better than the mission-based format of Dark Moon.

The Last Resort has some of the best level design in the whole Luigi series. Each story of the hotel has a unique vibe to it. From the fancy lobby, to the overgrown garden suites, this place has it all; even a movie studio and a natural history museum! I’d sleep in a lot of places in this game if they weren’t haunted. They pulled out all the stops with the creativity in this one.

The gameplay of Luigi’s Mansion has been constantly evolving, and here it is at its peak. Not only do you have the charge-shot with the flashlight, but sucking up ghosts enough will allow you to repeatedly slam them on the ground for a brief time, doing more damage to them than ever before. And you better get used to it, for now the littlest mooks have a whopping 100 HP, and they only get chunkier from there. There’s also a shockwave you can activate, by pressing the triggers together, which pushes ghosts back and can easily be followed up with a stun. It also allows Luigi to jump, and you will need this to avoid certain hazards.

The whatever-it’s-called that lets you reveal invisible objects returns, and it’s accompanied by a host- a ghost host- of new powers. For starters, you obtain a plunger that you can fire ahead of you. Due to the power of levers and fulcrums, you can suck on the plunger when it’s stuck to something, which enables you to pull heavier objects that you couldn’t pull otherwise.

But of course, the biggest new addition is Gooigi. When obtained, this guy can split off from Luigi and slip through bars and stuff. He dies in water, which is pretty much how they stop him from being OP. Gooigi can be controlled by a player 2, instead of leaving Luigi out like a sitting duck. The game is definitely more fun with a second person to be Gooigi, but be wary of player 2’s skill level, for Gooigi will sometimes have to fight tough battles all on his own. Fortunately, you don’t get an instant game over if he dies, and he can spawn back in really quickly at any time. Player 2 can also choose to warp back into Luigi at any time in order to not have to do extraneous tasks such as walking. Just be extra careful with whom you play with, because occasionally, Gooigi will have to save Luigi from certain death, which gives your friend the opportunity to not save Luigi just to be a troll.

Unfortunately, all of these mechanics are given to you within the first hour and a half of the game. After this is a whopping ONE upgrade, which is obtained practically at the end of the game, and is only used three specific times. This game definitely has the worst sense of power progression in the series.

Another flaw is that there is some required backtracking (i.e. padding). There are several instances where you have to go back to a previous floor and go through it again with no new mechanics (the second time takes you to a new room, but it’s like two minutes long). It’s annoying and destroys the pacing, but it’s not as bad as some of the stuff they pull in the Paper Mario games.

But hey, you’ll have to backtrack to all the floors anyway for the Boos. Finding Boos requires you to go to a room in a completed floor and examine the right object, similar to the first game. Gooigi vibrates in response to a Boo’s presence, plus, a room with a Boo will play a sick pipe organ tune to clue you in as well. But Boos are extra stingy this time. You only get one shot to examine the Boo’s hiding spot, and if you get it wrong, it’ll go to a different room and hide there. Pay close attention to Gooigi’s vibrations, and once you find them, the combat is the same as Dark Moon (except that you get to repeatedly slam them into the floor in an “Ora-Ora!” style). 

As is with series’ tradition, there’s money. TONS OF MONEY. But in addition to money, there are also five gems per floor. Most of these can be found on the very first visit to the floor, except for one that requires a later upgrade. A number of them are pretty stinking clever, but as long as you’re an experienced Luigi-er, it shouldn’t be too hard. There is apparently a true ending, but I have no idea what the condition is, besides presumably collecting every gem and Boo. Oh, and there’s a point of no return at the end of the game, and the game autosaves once you go through it. Make sure you copy your save file or make sure you have everything you need!

In terms of difficulty,  the game is about as inconsistent as a Super Mario game. Most of it is pretty tame, but sometimes it likes to thrust instant death traps in your face (looking at you, floor 10). Health pickups are pretty generous, but almost every attack does a fifth of Luigi’s HP, making him perhaps the most frail he’s been in the series. Also, the difficulty spikes right at the end of the game for some reason. The only time me and my associate died was during the final boss (and yes, it made me salty to not have a perfect run). While the penultimate battle is one of the best in the series, the final boss is a much poorer note to end the game on (which I’m probably only saying because it killed our perfect run).

On a last note, I must say that the graphics for Luigi’s Mansion 3 are amazing. Sure, I miss the survival horror look of the original. But this game expands off the cartoony style of Dark Moon and uses the Switch’s superior hardware to create some great moods with the lighting effects.

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Final Verdict: 8.85/10

Luigi’s Mansion 3 is a great game, but it’s not one I’d play again. There’s also the Scarescraper and Scream Park, but we felt content just beating the story mode (also, based on how it was in Dark Moon, the Scarescraper is rude). I recommend it to fans of the series, or anyone who’s wanted to get into it.